X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui%2Fcontrollertab.cpp;h=a5b5328de18c4813909a2bbecbd0f55ddd993744;hb=c436dad60e34fb9da720a89db917eb4cf4e3a624;hp=f6d8cbcb3336c9532e5639bdae27cf67411f410e;hpb=62b541c6c09933ea0daf800ecd86467f6f15b584;p=virtualjaguar diff --git a/src/gui/controllertab.cpp b/src/gui/controllertab.cpp index f6d8cbc..a5b5328 100644 --- a/src/gui/controllertab.cpp +++ b/src/gui/controllertab.cpp @@ -5,7 +5,7 @@ // (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 // --- ---------- ------------------------------------------------------------ @@ -15,64 +15,59 @@ #include "controllertab.h" +#include "controllerwidget.h" +#include "gamepad.h" #include "joystick.h" #include "keygrabber.h" -#include "settings.h" - -// These tables are used to convert Qt keycodes into human readable form. Note that -// a lot of these are just filler. -char ControllerTab::keyName1[96][16] = { - "Space", - "!", "\"", "#", "$", "%", "&", "'", "(", ")", "*", "+", ",", "-", ".", "/", - "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", ":", ";", "<", "=", ">", "?", - "@", "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", - "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", - "[", "]", "\\", "^", "_", "`", - "$61", "$62", "$63", "$64", "$65", "$66", "$67", "$68", "$69", "$6A", "$6B", "$6C", "$6D", - "$6E", "$6F", "$70", "$71", "$72", "$73", "$74", "$75", "$76", "$77", "$78", "$79", "$7A", - "{", "|", "}", "~" -}; - -char ControllerTab::keyName2[64][16] = { - "Esc", "Tab", "BTab", "BS", "Ret", "Ent", "Ins", "Del", "Pause", "Prt", "SRq", "Clr", - "$C", "$D", "$E", "$F", "Hm", "End", "Lf", "Up", "Rt", "Dn", "PgU", "PgD", "$18", - "$19", "$1A", "$1B", "$1C", "$1D", "$1E", "$1F", "Shf", "Ctl", "Mta", "Alt", - "Cap", "Num", "ScL", "$27", "$28", "$29", "$2A", "$2B", "$2C", "$2D", "$2E", "$2F", - "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", "F13", - "F14", "F15", "F16" -}; - -ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent) -{ - controllerPic = new QLabel; - QImage controller(":/res/controller.png"); - controllerPic->setPixmap(QPixmap::fromImage(controller)); - redefineAll = new QPushButton(tr("Redefine All Keys")); +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(controllerPic); - layout->addWidget(redefineAll); + 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" }; +// 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.SetText(jagButtonName[orderToDefine[i]]); + keyGrab.SetKeyText(orderToDefine[i]); keyGrab.exec(); int key = keyGrab.key; @@ -80,85 +75,59 @@ void ControllerTab::DefineAllKeys(void) break; // Otherwise, populate the appropriate spot in the settings & update screen... - p1Keys[orderToDefine[i]] = key; - UpdateLabel(); + controllerWidget->keys[orderToDefine[i]] = key; + controllerWidget->update(); } } -void ControllerTab::UpdateLabel(void) + +void ControllerTab::ChangeProfile(int profile) { - QImage controller(":/res/controller.png"); - QPainter painter(&controller); - painter.setRenderHint(QPainter::Antialiasing); - - // Bump up the size of the default font... - QFont font = painter.font(); - font.setPixelSize(15); - font.setBold(true); - painter.setFont(font); -// painter.setPen(QColor(48, 255, 255, 255)); // This is R,G,B,A - painter.setPen(QColor(0, 0, 0, 255)); // This is R,G,B,A - painter.setBrush(QBrush(QColor(48, 255, 255, 255))); - - // This is hard-coded crap. It's crap-tastic! - int buttonPos[21][2] = { { 87-1, 64-5 }, { 87-1, 94 }, { 73-5, 78-2 }, { 105+3, 77-1 }, - { 125, 223 }, { 125, 200 }, { 125, 177 }, { 125, 153 }, - { 160, 223 }, { 160, 200 }, { 160, 177 }, { 160, 153 }, - { 196, 223 }, { 196, 200 }, { 196, 177 }, { 196, 153 }, - { 242, 60 }, { 225-1, 80 }, { 209-2, 104 }, { 162+2, 108-7}, { 141, 108+13 } - }; - - // First, draw black oversize line, then dot, then colored line - QPen blackPen(QColor(0, 0, 0, 255)); - blackPen.setWidth(4); - QPen colorPen(QColor(48, 255, 255, 255)); - colorPen.setWidth(2); - QLine line(QPoint(141, 100), QPoint(141, 108+5)); - - painter.setPen(blackPen); - painter.drawLine(line);//QPoint(141, 100), QPoint(141, 108+5)); - blackPen.setWidth(1); - painter.setPen(blackPen); - painter.drawEllipse(QPoint(141, 100), 4, 4); - painter.setPen(colorPen); - painter.drawLine(line);//QPoint(141, 100), QPoint(141, 108+5)); +printf("You selected profile: %s\n", (profile == 0 ? "Keyboard" : Gamepad::GetJoystickName(profile - 1))); +} - for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++) - { - if (p1Keys[i] < 0x80) - DrawBorderedText(painter, buttonPos[i][0] /*- 5*/, buttonPos[i][1] /*+ 5*/, - QString(keyName1[p1Keys[i] - 0x20])); - else if ((p1Keys[i] & 0xFFFFFF00) == 0x01000000) - { - DrawBorderedText(painter, buttonPos[i][0] /*- 5*/, buttonPos[i][1] /*+ 5*/, - QString(keyName2[p1Keys[i] & 0x3F])); - } - else - DrawBorderedText(painter, buttonPos[i][0] - 5, buttonPos[i][1] + 5, QString("???")); - } +#if 0 +The profiles need the following: - painter.end(); - controllerPic->setPixmap(QPixmap::fromImage(controller)); -} + - The name of the controller + - A unique human readable ID + - The key definitions for that controller (keyboard keys can be mixed in) -void ControllerTab::DrawBorderedText(QPainter & painter, int x, int y, QString text) -{ - // Text is drawn centered at (x, y) as well, using a bounding rect for the purpose. - QRect rect(0, 0, 60, 30); - painter.setPen(QColor(0, 0, 0, 255)); // This is R,G,B,A +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. - for(int i=-1; i<=1; i++) - { - for(int j=-1; j<=1; j++) - { -// painter.drawText(QPoint(x + i, y + j), text); - rect.moveCenter(QPoint(x + i, y + j)); - painter.drawText(rect, Qt::AlignCenter, text); - } - } +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 - painter.setPen(QColor(48, 255, 255, 255)); // This is R,G,B,A -// painter.drawText(QPoint(x, y), text); - rect.moveCenter(QPoint(x, y)); - painter.drawText(rect, Qt::AlignCenter, text); -}