X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui%2Fcontrollertab.cpp;h=a5b5328de18c4813909a2bbecbd0f55ddd993744;hb=c436dad60e34fb9da720a89db917eb4cf4e3a624;hp=957e568b1d7a32144ae219ce19fbc5283ed6c3d0;hpb=f30bf746981a99079e766b0d4e9de5391a4175ff;p=virtualjaguar diff --git a/src/gui/controllertab.cpp b/src/gui/controllertab.cpp index 957e568..a5b5328 100644 --- a/src/gui/controllertab.cpp +++ b/src/gui/controllertab.cpp @@ -16,27 +16,46 @@ #include "controllertab.h" #include "controllerwidget.h" +#include "gamepad.h" #include "joystick.h" #include "keygrabber.h" -ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent) +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)) { - controllerWidget = new ControllerWidget(this); - redefineAll = new QPushButton(tr("Define All Keys")); - QVBoxLayout * layout = new QVBoxLayout; + QHBoxLayout * top = new QHBoxLayout; + layout->addLayout(top); + top->addWidget(label); + top->addWidget(profileList, 0, Qt::AlignLeft); layout->addWidget(controllerWidget); - layout->addWidget(redefineAll); + 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", @@ -60,3 +79,55 @@ void ControllerTab::DefineAllKeys(void) controllerWidget->update(); } } + + +void ControllerTab::ChangeProfile(int profile) +{ +printf("You selected profile: %s\n", (profile == 0 ? "Keyboard" : Gamepad::GetJoystickName(profile - 1))); +} + +#if 0 +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 +