X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fgui%2Fcontrollertab.cpp;h=b9145f68e45e21a2781ac45e15b690877c79c166;hb=69effddb777c2009d32f70e3315d5570973446ef;hp=2efb186825558a39af927ddc6f77a816d5944dbc;hpb=05c760d5a17ee02597c5b7c5ef264a0aa3ba1ee4;p=virtualjaguar diff --git a/src/gui/controllertab.cpp b/src/gui/controllertab.cpp index 2efb186..b9145f6 100644 --- a/src/gui/controllertab.cpp +++ b/src/gui/controllertab.cpp @@ -5,192 +5,282 @@ // (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" -#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", "$7A", - "{", "|", "}", "~" -}; +#include "profile.h" -char ControllerTab::keyName2[64][16] = { - "Esc", "Tab", "BTab", "BS", "Ret", "Ent", "Ins", "Del", "Pau", "Prt", "SRq", "Clr", - "$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) +ControllerTab::ControllerTab(QWidget * parent/*= 0*/): QWidget(parent), + label1(new QLabel(tr("Host Device:"))), + label2(new QLabel(tr("Map Name:"))), + label3(new QLabel(tr("Maps to:"))), + deviceList(new QComboBox(this)), + mapNameList(new QComboBox(this)), + controller1(new QCheckBox(tr("Jaguar Controller #1"))), + controller2(new QCheckBox(tr("Jaguar Controller #2"))), + addMapName(new QPushButton(tr("+"))), + deleteMapName(new QPushButton(tr("-"))), + redefineAll(new QPushButton(tr("Define All Inputs"))), + controllerWidget(new ControllerWidget(this)) { - QLabel * img = new QLabel; -// img->setPixmap(QPixmap(":/res/controller.png")); +// mapNameList->setEditable(true); -/* - QImage cartImg(":/res/cart-blank.png"); - QPainter painter(&cartImg); - painter.drawPixmap(23, 87, QPixmap(":/res/label-blank.png")); - painter.end(); - cartSmall = cartImg.scaled(488/4, 395/4, Qt::IgnoreAspectRatio, Qt::SmoothTransformation); -*/ - QImage controller(":/res/controller.png"); - QPainter painter(&controller); -// painter.draw(); -// painter->drawText(QRect(option.rect.x()+10, option.rect.y()+36, 196/2, 70/2), -// Qt::TextWordWrap | Qt::AlignHCenter, nameToDraw); - - // Bump up the size of the default font... - QFont font = painter.font(); - font.setPixelSize(14); - font.setBold(true); - painter.setFont(font); - painter.setPen(QColor(48, 255, 255, 255)); // This is R,G,B,A - - // This is hard-coded crap. It's crap-tastic! -/* -Bitmap Locations: - -Up: 87,64 -Down: 87,94 -Left: 73,78 -Right: 105,77 -C: 209,104 -B: 225,80 -A: 242,60 -Pause: 141,109 -Option: 165,107 -1: 125,153 -2: 160,153 -3: 196,153 -4: 125,177 -5: -6: -7: 125,199 -8: -9: -*: 125,223 -0: -#: -enum { BUTTON_FIRST = 0, BUTTON_U = 0, -BUTTON_D = 1, -BUTTON_L = 2, -BUTTON_R = 3, - -BUTTON_s = 4, -BUTTON_7 = 5, -BUTTON_4 = 6, -BUTTON_1 = 7, -BUTTON_0 = 8, -BUTTON_8 = 9, -BUTTON_5 = 10, -BUTTON_2 = 11, -BUTTON_d = 12, -BUTTON_9 = 13, -BUTTON_6 = 14, -BUTTON_3 = 15, - -BUTTON_A = 16, -BUTTON_B = 17, -BUTTON_C = 18, -BUTTON_OPTION = 19, -BUTTON_PAUSE = 20, BUTTON_LAST = 20 }; -*/ - int buttonPos[21][2] = { { 87, 64 }, { 87, 94 }, { 73, 78 }, { 105, 77 }, - { 125, 223 }, { 125, 199 }, { 125, 177 }, { 125, 153 }, - { 160, 223 }, { 160, 199 }, { 160, 177 }, { 160, 153 }, - { 196, 223 }, { 196, 199 }, { 196, 177 }, { 196, 153 }, - { 242, 60 }, { 225, 80 }, { 209, 104 }, { 165, 107 }, { 141, 109 } - }; + QVBoxLayout * layout = new QVBoxLayout; + QHBoxLayout * top = new QHBoxLayout; + QVBoxLayout * left = new QVBoxLayout; + QVBoxLayout * right = new QVBoxLayout; + QHBoxLayout * middle = new QHBoxLayout; + top->addLayout(left, 0); + top->addLayout(right, 1); + layout->addLayout(top); + left->addWidget(label1, 0, Qt::AlignRight); + left->addWidget(label2, 0, Qt::AlignRight); + left->addWidget(label3, 0, Qt::AlignRight); + left->addWidget(new QLabel); + right->addWidget(deviceList); - for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++) -// painter.drawText(QPoint(buttonPos[i][0] - 5, buttonPos[i][1] + 5), QString(buttonName[i])); + right->addLayout(middle); + middle->addWidget(mapNameList, 1); + middle->addWidget(addMapName, 0); + middle->addWidget(deleteMapName, 0); +// right->addWidget(mapNameList); + + right->addWidget(controller1); + right->addWidget(controller2); + 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(deviceList, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeDevice(int))); + connect(mapNameList, SIGNAL(currentIndexChanged(int)), this, SLOT(ChangeMapName(int))); + connect(addMapName, SIGNAL(clicked()), this, SLOT(AddMapName())); + connect(deleteMapName, SIGNAL(clicked()), this, SLOT(DeleteMapName())); + connect(controllerWidget, SIGNAL(KeyDefined(int, uint32_t)), this, SLOT(UpdateProfileKeys(int, uint32_t))); + connect(controller1, SIGNAL(clicked()), this, SLOT(UpdateProfileConnections())); + connect(controller2, SIGNAL(clicked()), this, SLOT(UpdateProfileConnections())); + + // Set up the device combobox (Keyboard is the default, and always + // present) + deviceList->addItem(tr("Keyboard"), 0); + // Set up map name combobox (Default is default, and always present) +// mapNameList->addItem(tr("Default")); + + for(int i=0; iaddItem(Gamepad::GetJoystickName(i), deviceNum); } +} +/* +So now we come to implementation. When changing devices, could have a helper function +in profile.cpp that fills the mapNameList combobox with the appropriate names/profile +numbers. - painter.end(); - img->setPixmap(QPixmap::fromImage(controller)); +There needs to be some way of getting data from the ControllerWidget and the current +profile. - redefineAll = new QPushButton(tr("Redefine All Keys")); +Gamepad will have to have some way of knowing which profile is mapped to which +Jaguar controllers and filtering out everything else. - QVBoxLayout * layout = new QVBoxLayout; - layout->addWidget(img); - layout->addWidget(redefineAll); - setLayout(layout); +Will have to have some intelligent handling of profiles when first run, to see first +what is connected and second, to assign profiles to Jaguar controllers. In this +case, keyboard is the lowest priority--if a controller is plugged in and assigned to +the same Jaguar controller as a keyboard, the controller is used. Not sure what to +do in the case of multiple controllers plugged in and assigned to the same Jaguar +controller. + +Also, need a way to load/save profiles. + +Meaning of checkboxes: None checked == profile not used. +1 checked == prefer connection to Jaguar controller X. +2 checked == no preference, use any available. + +Single mapping cannot be deleted ("-" will be disabled). Can always add, up to the max +limit of profiles (MAX_PROFILES). + +------------------------------ + +Now the main window passes in/removes the last edited profile #. From here, when starting +up, we need to pull that number from the profile store and populate all our boxes. +*/ - connect(redefineAll, SIGNAL(clicked()), this, SLOT(DefineAllKeys())); -} ControllerTab::~ControllerTab() { } + +void ControllerTab::SetupLastUsedProfile(void) +{ + int deviceNum = deviceList->findData(profile[profileNum].device); + int mapNum = mapNameList->findText(profile[profileNum].mapName); + + if (deviceNum == -1 || mapNum == -1) + return; + + ChangeDevice(deviceNum); + ChangeMapName(mapNum); +} + + 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.SetKeyText(orderToDefine[i]); keyGrab.exec(); int key = keyGrab.key; if (key == Qt::Key_Escape) break; - // Otherwise, populate the appropriate spot in the settings... - p1Keys[orderToDefine[i]] = key; + // Otherwise, populate the appropriate spot in the settings & update screen... + controllerWidget->keys[orderToDefine[i]] = key; + controllerWidget->update(); + profile[profileNum].map[orderToDefine[i]] = key; } } -void ControllerTab::DrawBorderedText(QPainter & painter, int x, int y, QString text) + +void ControllerTab::UpdateProfileKeys(int mapPosition, uint32_t key) { - painter.setPen(QColor(0, 0, 0, 255)); // This is R,G,B,A + profile[profileNum].map[mapPosition] = key; +} - for(int i=-1; i<=1; i++) - { - for(int j=-1; j<=1; j++) - { - painter.drawText(QPoint(x + i, y + j), text); - } - } - painter.setPen(QColor(48, 255, 255, 255)); // This is R,G,B,A - painter.drawText(QPoint(x, y), text); +void ControllerTab::UpdateProfileConnections(void) +{ + profile[profileNum].preferredController = (controller1->isChecked() ? CONTROLLER1 : 0) | (controller2->isChecked() ? CONTROLLER2 : 0); } + + +void ControllerTab::ChangeDevice(int selection) +{ + int deviceNum = deviceList->itemData(selection).toInt(); + mapNameList->clear(); + int numberOfMappings = FindMappingsForDevice(deviceNum, mapNameList); + deleteMapName->setDisabled(numberOfMappings == 1 ? true : false); +//printf("Found %i mappings for device #%u...\n", numberOfMappings, deviceNum); +} + + +void ControllerTab::ChangeMapName(int selection) +{ + profileNum = mapNameList->itemData(selection).toInt(); +//printf("You selected mapping: %s (profile #%u)\n", (mapNameList->itemText(selection)).toAscii().data(), profileNum); + + for(int i=BUTTON_FIRST; i<=BUTTON_LAST; i++) + controllerWidget->keys[i] = profile[profileNum].map[i]; + + controllerWidget->update(); + controller1->setChecked(profile[profileNum].preferredController & CONTROLLER1); + controller2->setChecked(profile[profileNum].preferredController & CONTROLLER2); +} + + +void ControllerTab::AddMapName(void) +{ +printf("Add new mapping (TODO)...\n"); +} + + +void ControllerTab::DeleteMapName(void) +{ +printf("Delete current mapping (TODO)...\n"); +} + + +/* +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. + +Data structures: +The Gamepad class has the name of the controller (except for Keyboard) +The profile list is just a list +The controller name index + profile index makes a unique key +Probably the best way to deal with it is to stuff the name/profile indices +into the key definition structure. + +#define CONTROLLER1 0x01 +#define CONTROLLER2 0x02 + +struct Profile +{ + int device; // Host device number + char mapName[32]; // Human readable map name + int preferredController; // CONTROLLER1 and/or CONTROLLER2 + int map[21]; // Keys/buttons/axes +}; + +NOTE that device is an int, and the list is maintained elsewhere. It is +*not* the same as what you see in GetJoystickName(); the device names have +to be able to persist even when not available. + +Where to store the master profile list? It has to be accessible to this class. +vjs.profile[x] would be good, but it's not really a concern for the Jaguar core. +So it shouldn't go there. There should be a separate global setting place for +GUI stuff... +*/ +