X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui%2Fcontrollertab.cpp;h=a5b5328de18c4813909a2bbecbd0f55ddd993744;hb=c436dad60e34fb9da720a89db917eb4cf4e3a624;hp=036855f7e8279bd2b9bcadf4c56e4810f81e83f1;hpb=e0a3f430ecbda85e5f0903011bf8ffeb01f10fe0;p=virtualjaguar diff --git a/src/gui/controllertab.cpp b/src/gui/controllertab.cpp index 036855f..a5b5328 100644 --- a/src/gui/controllertab.cpp +++ b/src/gui/controllertab.cpp @@ -5,72 +5,129 @@ // (C) 2011 Underground Software // See the README and GPLv3 files for licensing and warranty information // -// JLH = James L. Hammons +// JLH = James Hammons // // WHO WHEN WHAT // --- ---------- ------------------------------------------------------------ // JLH 06/23/2011 Created this file +// JLH 07/20/2011 Fixed a bunch of stuff +// #include "controllertab.h" +#include "controllerwidget.h" +#include "gamepad.h" +#include "joystick.h" +#include "keygrabber.h" -ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent) -{ - QLabel * img = new QLabel; - img->setPixmap(QPixmap(":/res/controller.png")); +ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent), + label(new QLabel(tr("Controller:"))), + profileList(new QComboBox(this)), + redefineAll(new QPushButton(tr("Define All Inputs"))), + controllerWidget(new ControllerWidget(this)) +{ QVBoxLayout * layout = new QVBoxLayout; - layout->addWidget(img); + QHBoxLayout * top = new QHBoxLayout; + layout->addLayout(top); + top->addWidget(label); + top->addWidget(profileList, 0, Qt::AlignLeft); + layout->addWidget(controllerWidget); + layout->addWidget(redefineAll, 0, Qt::AlignHCenter); setLayout(layout); + // At least by doing this, it keeps the QComboBox from resizing itself too + // large and breaking the layout. :-P + setFixedWidth(sizeHint().width()); + + connect(redefineAll, SIGNAL(clicked()), this, SLOT(DefineAllKeys())); + connect(profileList, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeProfile(int))); + + // Set up the profile combobox (Keyboard is the default, and always + // present) + profileList->addItem(tr("Keyboard")); + + for(int i=0; iaddItem(Gamepad::GetJoystickName(i)); } + ControllerTab::~ControllerTab() { } + +void ControllerTab::DefineAllKeys(void) +{ +// char jagButtonName[21][10] = { "Up", "Down", "Left", "Right", +// "*", "7", "4", "1", "0", "8", "5", "2", "#", "9", "6", "3", +// "A", "B", "C", "Option", "Pause" }; + int orderToDefine[21] = { 0, 1, 2, 3, 18, 17, 16, 20, 19, 7, 11, 15, 6, 10, 14, 5, 9, 13, 8, 4, 12 }; + KeyGrabber keyGrab(this); + + for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++) + { +// keyGrab.SetText(jagButtonName[orderToDefine[i]]); + keyGrab.SetKeyText(orderToDefine[i]); + keyGrab.exec(); + int key = keyGrab.key; + + if (key == Qt::Key_Escape) + break; + + // Otherwise, populate the appropriate spot in the settings & update screen... + controllerWidget->keys[orderToDefine[i]] = key; + controllerWidget->update(); + } +} + + +void ControllerTab::ChangeProfile(int profile) +{ +printf("You selected profile: %s\n", (profile == 0 ? "Keyboard" : Gamepad::GetJoystickName(profile - 1))); +} + #if 0 - // Keybindings in order of U, D, L, R, C, B, A, Op, Pa, 0-9, #, * - vjs.p1KeyBindings[BUTTON_U] = settings.value("p1k_up", Qt::Key_Up).toInt(); - vjs.p1KeyBindings[BUTTON_D] = settings.value("p1k_down", Qt::Key_Down).toInt(); - vjs.p1KeyBindings[BUTTON_L] = settings.value("p1k_left", Qt::Key_Left).toInt(); - vjs.p1KeyBindings[BUTTON_R] = settings.value("p1k_right", Qt::Key_Right).toInt(); - vjs.p1KeyBindings[BUTTON_C] = settings.value("p1k_c", Qt::Key_Z).toInt(); - vjs.p1KeyBindings[BUTTON_B] = settings.value("p1k_b", Qt::Key_X).toInt(); - vjs.p1KeyBindings[BUTTON_A] = settings.value("p1k_a", Qt::Key_C).toInt(); - vjs.p1KeyBindings[BUTTON_OPTION] = settings.value("p1k_option", Qt::Key_Apostrophe).toInt(); - vjs.p1KeyBindings[BUTTON_PAUSE] = settings.value("p1k_pause", Qt::Key_Return).toInt(); - vjs.p1KeyBindings[BUTTON_0] = settings.value("p1k_0", Qt::Key_0).toInt(); - vjs.p1KeyBindings[BUTTON_1] = settings.value("p1k_1", Qt::Key_1).toInt(); - vjs.p1KeyBindings[BUTTON_2] = settings.value("p1k_2", Qt::Key_2).toInt(); - vjs.p1KeyBindings[BUTTON_3] = settings.value("p1k_3", Qt::Key_3).toInt(); - vjs.p1KeyBindings[BUTTON_4] = settings.value("p1k_4", Qt::Key_4).toInt(); - vjs.p1KeyBindings[BUTTON_5] = settings.value("p1k_5", Qt::Key_5).toInt(); - vjs.p1KeyBindings[BUTTON_6] = settings.value("p1k_6", Qt::Key_6).toInt(); - vjs.p1KeyBindings[BUTTON_7] = settings.value("p1k_7", Qt::Key_7).toInt(); - vjs.p1KeyBindings[BUTTON_8] = settings.value("p1k_8", Qt::Key_8).toInt(); - vjs.p1KeyBindings[BUTTON_9] = settings.value("p1k_9", Qt::Key_9).toInt(); - vjs.p1KeyBindings[BUTTON_d] = settings.value("p1k_pound", Qt::Key_Slash).toInt(); - vjs.p1KeyBindings[BUTTON_s] = settings.value("p1k_star", Qt::Key_Asterisk).toInt(); - - vjs.p2KeyBindings[BUTTON_U] = settings.value("p2k_up", Qt::Key_Up).toInt(); - vjs.p2KeyBindings[BUTTON_D] = settings.value("p2k_down", Qt::Key_Down).toInt(); - vjs.p2KeyBindings[BUTTON_L] = settings.value("p2k_left", Qt::Key_Left).toInt(); - vjs.p2KeyBindings[BUTTON_R] = settings.value("p2k_right", Qt::Key_Right).toInt(); - vjs.p2KeyBindings[BUTTON_C] = settings.value("p2k_c", Qt::Key_Z).toInt(); - vjs.p2KeyBindings[BUTTON_B] = settings.value("p2k_b", Qt::Key_X).toInt(); - vjs.p2KeyBindings[BUTTON_A] = settings.value("p2k_a", Qt::Key_C).toInt(); - vjs.p2KeyBindings[BUTTON_OPTION] = settings.value("p2k_option", Qt::Key_Apostrophe).toInt(); - vjs.p2KeyBindings[BUTTON_PAUSE] = settings.value("p2k_pause", Qt::Key_Return).toInt(); - vjs.p2KeyBindings[BUTTON_0] = settings.value("p2k_0", Qt::Key_0).toInt(); - vjs.p2KeyBindings[BUTTON_1] = settings.value("p2k_1", Qt::Key_1).toInt(); - vjs.p2KeyBindings[BUTTON_2] = settings.value("p2k_2", Qt::Key_2).toInt(); - vjs.p2KeyBindings[BUTTON_3] = settings.value("p2k_3", Qt::Key_3).toInt(); - vjs.p2KeyBindings[BUTTON_4] = settings.value("p2k_4", Qt::Key_4).toInt(); - vjs.p2KeyBindings[BUTTON_5] = settings.value("p2k_5", Qt::Key_5).toInt(); - vjs.p2KeyBindings[BUTTON_6] = settings.value("p2k_6", Qt::Key_6).toInt(); - vjs.p2KeyBindings[BUTTON_7] = settings.value("p2k_7", Qt::Key_7).toInt(); - vjs.p2KeyBindings[BUTTON_8] = settings.value("p2k_8", Qt::Key_8).toInt(); - vjs.p2KeyBindings[BUTTON_9] = settings.value("p2k_9", Qt::Key_9).toInt(); - vjs.p2KeyBindings[BUTTON_d] = settings.value("p2k_pound", Qt::Key_Slash).toInt(); - vjs.p2KeyBindings[BUTTON_s] = settings.value("p2k_star", Qt::Key_Asterisk).toInt(); +The profiles need the following: + + - The name of the controller + - A unique human readable ID + - The key definitions for that controller (keyboard keys can be mixed in) + +So there can be more than one profile for each unique controller; the +relationship is many-to-one. So basically, how it works it like this: SDL +reports all connected controllers. If there are none connected, the default +controller is the keyboard (which can have multiple profiles). The UI only +presents those profiles which are usuable with the controllers that are plugged +in, all else is ignored. The user can pick the profile for the controller and +configure the keys for it; the UI automagically saves everything. + +How to handle the case of identical controllers being plugged in? How does the +UI know which is which? Each controller will have a mapping to a default +Jaguar controller (#1 or #2). Still doesn't prevent confusion though. Actually, +it can: The profile can have a field that maps it to a preferred Jaguar +controller, which can also be both (#1 AND #2--in this case we can set it to +zero which means no preference). If the UI detects two of the same controller +and each can be mapped to the same profile, it assigns them in order since it +doesn't matter, the profiles are identical. + +The default profile is always available and is the keyboard (hey, we're PC +centric here). The default profile is usually #0. + +Can there be more than one keyboard profile? Why not? You will need separate +ones for controller #1 and controller #2. + +A profile might look like this: + +Field 1: Nostomo N45 Analog +Field 2: Dad's #1 +Field 3: Jaguar controller #1 +Field 4: The button/stick mapping + +Profile # would be implicit in the order that they are stored in the internal +data structure. + +When a new controller is plugged in with no profiles attached, it defaults to +a set keyboard layout which the user can change. So every new controller will +always have at least one profile. #endif +