Files
RMG/Source/RMG-Input/UserInterface/MainDialog.cpp
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/*
* Rosalie's Mupen GUI - https://github.com/Rosalie241/RMG
* Copyright (C) 2020 Rosalie Wanders <rosalie@mailbox.org>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "MainDialog.hpp"
#include "Widget/ControllerWidget.hpp"
#include "Utilities/QtKeyToSdl2Key.hpp"
#include <RMG-Core/Core.hpp>
#include <SDL.h>
#include <QTimer>
using namespace UserInterface;
MainDialog::MainDialog(QWidget* parent, Thread::SDLThread* sdlThread) : QDialog(parent, Qt::WindowSystemMenuHint | Qt::WindowTitleHint)
{
this->setupUi(this);
this->setWindowIcon(QIcon(":Resource/RMG.png"));
// setup SDL thread
this->sdlThread = sdlThread;
connect(this->sdlThread, &Thread::SDLThread::OnInputDeviceFound, this,
&MainDialog::on_SDLThread_DeviceFound);
connect(this->sdlThread, &Thread::SDLThread::OnDeviceSearchFinished, this,
&MainDialog::on_SDLThread_DeviceSearchFinished);
// setup EventFilter
this->eventFilter = new EventFilter(this);
connect(this->eventFilter, &EventFilter::on_EventFilter_KeyPressed, this,
&MainDialog::on_EventFilter_KeyPressed);
connect(this->eventFilter, &EventFilter::on_EventFilter_KeyReleased, this,
&MainDialog::on_EventFilter_KeyReleased);
// each tab needs its own ControllerWidget
for (int i = 0; i < this->tabWidget->count(); i++)
{
Widget::ControllerWidget* widget = new Widget::ControllerWidget(this, this->eventFilter);
widget->SetSettingsSection("Rosalie's Mupen GUI - Input Plugin Profile " + QString::number(i));
widget->LoadSettings();
this->tabWidget->widget(i)->layout()->addWidget(widget);
controllerWidgets.push_back(widget);
connect(widget, &Widget::ControllerWidget::CurrentInputDeviceChanged, this,
&MainDialog::on_ControllerWidget_CurrentInputDeviceChanged);
connect(widget, &Widget::ControllerWidget::RefreshInputDevicesButtonClicked, this,
&MainDialog::on_ControllerWidget_RefreshInputDevicesButtonClicked);
}
// always add keyboard device
for (auto& controllerWidget : this->controllerWidgets)
{
controllerWidget->AddInputDevice("Keyboard", -1);
}
// fill device list at least once
this->on_ControllerWidget_RefreshInputDevicesButtonClicked();
this->inputPollTimer = new QTimer(this);
connect(this->inputPollTimer, &QTimer::timeout, this, &MainDialog::on_InputPollTimer_triggered);
this->inputPollTimer->start(50);
}
MainDialog::~MainDialog()
{
this->closeInputDevice();
}
void MainDialog::addInputDevice(QString deviceName, int deviceNum)
{
for (auto& controllerWidget : this->controllerWidgets)
{
controllerWidget->AddInputDevice(deviceName, deviceNum);
}
}
void MainDialog::removeInputDevice(QString deviceName, int deviceNum)
{
for (auto& controllerWidget : this->controllerWidgets)
{
controllerWidget->RemoveInputDevice(deviceName, deviceNum);
}
}
void MainDialog::openInputDevice(QString deviceName, int deviceNum)
{
SDL_JoystickID joystickId;
Widget::ControllerWidget* controllerWidget;
controllerWidget = controllerWidgets.at(this->tabWidget->currentIndex());
// we don't need to open a keyboard
if (deviceNum == -1)
{
currentDeviceName = "";
currentDeviceNum = -1;
controllerWidget->SetCurrentJoystickID(-1);
return;
}
if (SDL_IsGameController(deviceNum) == SDL_TRUE)
{
currentJoystick = nullptr;
currentController = SDL_GameControllerOpen(deviceNum);
}
else
{
currentJoystick = SDL_JoystickOpen(deviceNum);
currentController = nullptr;
}
currentDeviceNum = deviceNum;
joystickId = SDL_JoystickGetDeviceInstanceID(deviceNum);
controllerWidget->SetCurrentJoystickID(joystickId);
}
void MainDialog::closeInputDevice()
{
if (this->currentJoystick != nullptr)
{
SDL_JoystickClose(this->currentJoystick);
this->currentJoystick = nullptr;
}
if (this->currentController != nullptr)
{
SDL_GameControllerClose(this->currentController);
this->currentController = nullptr;
}
}
void MainDialog::on_InputPollTimer_triggered()
{
Widget::ControllerWidget* controllerWidget;
controllerWidget = controllerWidgets.at(this->tabWidget->currentIndex());
// if the current controller widget
// is disabled (by the user),
// we don't need to do anything
if (!controllerWidget->IsPluggedIn())
{
this->sdlThread->SetAction(SDLThreadAction::None);
return;
}
// verify/update the SDL thread action state
switch (this->sdlThread->GetCurrentAction())
{
case SDLThreadAction::GetInputDevices:
// don't do anything when we're querying the input devices
return;
case SDLThreadAction::None:
// when the SDL thread is doing nothing, pump the sdl events instead
sdlThread->SetAction(SDLThreadAction::SDLPumpEvents);
break;
default:
break;
}
// check if controller has been disconnected,
// if so, keep trying to re-open it
if ((this->currentJoystick != nullptr && !SDL_JoystickGetAttached(this->currentJoystick)) ||
(this->currentController != nullptr && !SDL_GameControllerGetAttached(this->currentController)))
{
this->closeInputDevice();
this->openInputDevice(this->currentDeviceName, this->currentDeviceNum);
}
// process SDL events
SDL_Event event;
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, 0, SDL_LASTEVENT) == 1)
{
controllerWidget->on_MainDialog_SdlEvent(&event);
}
controllerWidget->on_MainDialog_SdlEventPollFinished();
}
void MainDialog::on_ControllerWidget_CurrentInputDeviceChanged(ControllerWidget* widget, QString deviceName, int deviceNum)
{
Widget::ControllerWidget* currentWidget;
currentWidget = controllerWidgets.at(this->tabWidget->currentIndex());
// ignore input device changes
// when it's not the current controllerwidget
if (widget != currentWidget)
{
return;
}
this->closeInputDevice();
// only open device,
// when it's not a keyboard
if (deviceNum != -1)
{
this->openInputDevice(deviceName, deviceNum);
}
}
void MainDialog::on_ControllerWidget_RefreshInputDevicesButtonClicked()
{
if (this->updatingDeviceList)
{
return;
}
this->updatingDeviceList = true;
this->inputDeviceList.clear();
this->sdlThread->SetAction(SDLThreadAction::GetInputDevices);
}
void MainDialog::on_tabWidget_currentChanged(int index)
{
QString deviceName;
int deviceNum;
Widget::ControllerWidget* controllerWidget = controllerWidgets.at(index);
controllerWidget->ClearControllerImage();
this->closeInputDevice();
controllerWidget->GetCurrentInputDevice(deviceName, deviceNum);
// only open device,
// when it's not a keyboard
if (deviceNum != -1)
{
this->openInputDevice(deviceName, deviceNum);
}
}
void MainDialog::on_SDLThread_DeviceFound(QString deviceName, int deviceNum)
{
inputDevice_t inputDevice = {deviceName, deviceNum};
this->inputDeviceList.append(inputDevice);
}
void MainDialog::on_SDLThread_DeviceSearchFinished(void)
{
// compare inputDeviceList with oldInputDeviceList
// and signal the changes
for (auto& inputDevice : this->inputDeviceList)
{
if (!this->oldInputDeviceList.contains(inputDevice))
{
this->addInputDevice(inputDevice.deviceName, inputDevice.deviceNum);
}
}
for (auto& inputDevice : this->oldInputDeviceList)
{
if (!this->inputDeviceList.contains(inputDevice))
{
this->removeInputDevice(inputDevice.deviceName, inputDevice.deviceNum);
}
}
// update old device list
this->oldInputDeviceList = this->inputDeviceList;
// we can refresh safely again
this->updatingDeviceList = false;
// device search has been completed,
// signal that each widget can check device settings
for (auto& controllerWidget : this->controllerWidgets)
{
controllerWidget->CheckInputDeviceSettings();
}
}
void MainDialog::on_EventFilter_KeyPressed(QKeyEvent *event)
{
int key = Utilities::QtKeyToSdl2Key(event->key());
int mod = Utilities::QtModKeyToSdl2ModKey(event->modifiers());
SDL_KeyboardEvent keyboardEvent;
keyboardEvent.state = SDL_PRESSED;
keyboardEvent.type = SDL_KEYDOWN;
keyboardEvent.keysym.scancode = (SDL_Scancode)key;
keyboardEvent.keysym.sym = (SDL_Keycode)key;
keyboardEvent.keysym.mod = mod;
SDL_Event sdlEvent;
sdlEvent.key = keyboardEvent;
sdlEvent.type = SDL_KEYDOWN;
SDL_PushEvent(&sdlEvent);
}
void MainDialog::on_EventFilter_KeyReleased(QKeyEvent *event)
{
int key = Utilities::QtKeyToSdl2Key(event->key());
int mod = Utilities::QtModKeyToSdl2ModKey(event->modifiers());
SDL_KeyboardEvent keyboardEvent;
keyboardEvent.state = SDL_RELEASED;
keyboardEvent.type = SDL_KEYUP;
keyboardEvent.keysym.scancode = (SDL_Scancode)key;
keyboardEvent.keysym.sym = (SDL_Keycode)key;
keyboardEvent.keysym.mod = mod;
SDL_Event sdlEvent;
sdlEvent.key = keyboardEvent;
sdlEvent.type = SDL_KEYUP;
SDL_PushEvent(&sdlEvent);
}
void MainDialog::on_buttonBox_clicked(QAbstractButton *button)
{
QPushButton *pushButton = (QPushButton *)button;
QPushButton *okButton = this->buttonBox->button(QDialogButtonBox::Ok);
if (pushButton == okButton)
{
for (auto& controllerWidget : this->controllerWidgets)
{
controllerWidget->SaveSettings();
}
CoreSettingsSave();
}
}