mirror of
https://github.com/Rosalie241/RMG.git
synced 2026-07-11 09:34:00 +02:00
427 lines
14 KiB
C++
427 lines
14 KiB
C++
/*
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* Rosalie's Mupen GUI - https://github.com/Rosalie241/RMG
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* Copyright (C) 2020-2026 Rosalie Wanders <rosalie@mailbox.org>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 3.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "MainDialog.hpp"
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#include "Widget/ControllerWidget.hpp"
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#include "Utilities/QtKeyToSdl3Key.hpp"
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#include <RMG-Core/Core.hpp>
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#include <SDL3/SDL.h>
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#include <QTimer>
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Q_DECLARE_METATYPE(InputDevice);
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using namespace UserInterface;
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MainDialog::MainDialog(QWidget* parent, Thread::SDLThread* sdlThread, bool romConfig, CoreRomHeader romHeader, CoreRomSettings romSettings) : QDialog(parent)
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{
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qRegisterMetaType<InputDevice>();
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this->setupUi(this);
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// setup SDL thread
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this->sdlThread = sdlThread;
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connect(this->sdlThread, &Thread::SDLThread::OnInputDeviceFound, this,
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&MainDialog::on_SDLThread_DeviceFound);
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connect(this->sdlThread, &Thread::SDLThread::OnDeviceSearchFinished, this,
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&MainDialog::on_SDLThread_DeviceSearchFinished);
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// setup EventFilter
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this->eventFilter = new EventFilter(this);
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connect(this->eventFilter, &EventFilter::on_EventFilter_KeyPressed, this,
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&MainDialog::on_EventFilter_KeyPressed);
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connect(this->eventFilter, &EventFilter::on_EventFilter_KeyReleased, this,
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&MainDialog::on_EventFilter_KeyReleased);
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// each tab needs its own ControllerWidget
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for (int i = 0; i < this->tabWidget->count(); i++)
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{
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Widget::ControllerWidget* widget = new Widget::ControllerWidget(this, this->eventFilter);
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widget->SetOnlyLoadGameProfile(romConfig, romHeader, romSettings);
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widget->SetSettingsSection("Player " + QString::number(i + 1), "Rosalie's Mupen GUI - Input Plugin Profile " + QString::number(i));
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widget->LoadSettings();
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this->tabWidget->widget(i)->layout()->addWidget(widget);
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controllerWidgets.push_back(widget);
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connect(widget, &Widget::ControllerWidget::CurrentInputDeviceChanged, this,
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&MainDialog::on_ControllerWidget_CurrentInputDeviceChanged);
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connect(widget, &Widget::ControllerWidget::RefreshInputDevicesButtonClicked, this,
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&MainDialog::on_ControllerWidget_RefreshInputDevicesButtonClicked);
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connect(widget, &Widget::ControllerWidget::UserProfileAdded, this,
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&MainDialog::on_ControllerWidget_UserProfileAdded);
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connect(widget, &Widget::ControllerWidget::UserProfileRemoved, this,
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&MainDialog::on_ControllerWidget_UserProfileRemoved);
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}
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// initialize input profile DB
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this->inputProfileDB.Load();
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// always add keyboard device
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for (auto& controllerWidget : this->controllerWidgets)
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{
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#ifdef VRU
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// both games which support the VRU,
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// require the VRU to be in port #4,
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// so we only have to expose it there
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if (controllerWidget == this->controllerWidgets.last())
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{
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controllerWidget->AddInputDevice({ InputDeviceType::EmulateVRU, "Voice Recognition Unit" }, {});
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}
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#endif // VRU
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controllerWidget->SetAllowKeyboardForAutomatic(controllerWidget == this->controllerWidgets.first());
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this->addInputDevice(controllerWidget, { InputDeviceType::None, "None" });
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this->addInputDevice(controllerWidget, { InputDeviceType::Automatic, "Automatic" });
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this->addInputDevice(controllerWidget, { InputDeviceType::Keyboard, "Keyboard" });
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controllerWidget->SetInitialized(true);
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}
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// fill device list at least once
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this->on_ControllerWidget_RefreshInputDevicesButtonClicked();
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this->inputPollTimer = new QTimer(this);
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connect(this->inputPollTimer, &QTimer::timeout, this, &MainDialog::on_InputPollTimer_triggered);
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this->inputPollTimer->start(50);
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}
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MainDialog::~MainDialog()
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{
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this->closeInputDevice();
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}
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void MainDialog::addInputDevice(Widget::ControllerWidget* controllerWidget, const InputDevice& device)
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{
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// only fallback to fallback profile when
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// we have a controller device
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InputProfileDBEntry inputProfile = this->inputProfileDB.FindEntry(device,
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device.type == InputDeviceType::Automatic ||
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device.type == InputDeviceType::Joystick);
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controllerWidget->AddInputDevice(device, inputProfile);
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}
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void MainDialog::addInputDevice(const InputDevice& device)
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{
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InputProfileDBEntry inputProfile = this->inputProfileDB.FindEntry(device);
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for (auto& controllerWidget : this->controllerWidgets)
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{
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controllerWidget->AddInputDevice(device, inputProfile);
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}
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}
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void MainDialog::removeInputDevice(const InputDevice& device)
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{
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for (auto& controllerWidget : this->controllerWidgets)
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{
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controllerWidget->RemoveInputDevice(device);
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}
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}
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void MainDialog::openInputDevice(InputDevice device)
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{
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Widget::ControllerWidget* controllerWidget;
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controllerWidget = this->controllerWidgets.at(this->tabWidget->currentIndex());
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InputProfileDBEntry inputProfile = {};
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// we don't need to open a non-joystick device
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if (device.type != InputDeviceType::Automatic &&
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device.type != InputDeviceType::Joystick)
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{
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this->currentDevice = { };
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controllerWidget->SetCurrentInputDevice(this->currentDevice.id, nullptr, nullptr, inputProfile);
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return;
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}
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// handle automatic mode
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if (device.type == InputDeviceType::Automatic)
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{
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int currentIndex = this->tabWidget->currentIndex();
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if (currentIndex < this->inputDeviceList.size())
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{ // use device when there's one
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device.id = this->inputDeviceList.at(currentIndex).id;
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inputProfile = this->inputProfileDB.FindEntry(this->inputDeviceList.at(currentIndex));
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}
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else
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{ // no device found, fallback to keyboard
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this->currentDevice = { InputDeviceType::Keyboard, "Keyboard" };
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controllerWidget->SetCurrentInputDevice(this->currentDevice.id, nullptr, nullptr, inputProfile);
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return;
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}
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}
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int controllerMode = CoreSettingsGetIntValue(SettingsID::Input_ControllerMode);
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if ((controllerMode == 0 && SDL_IsGamepad(device.id)) ||
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(controllerMode == 2))
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{
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this->currentJoystick = nullptr;
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this->currentGamepad = SDL_OpenGamepad(device.id);
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}
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else if (controllerMode == 0 || controllerMode == 1)
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{
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this->currentJoystick = SDL_OpenJoystick(device.id);
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this->currentGamepad = nullptr;
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}
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this->currentDevice = device;
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controllerWidget->SetCurrentInputDevice(device.id, this->currentJoystick, this->currentGamepad, inputProfile);
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}
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void MainDialog::closeInputDevice()
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{
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if (this->currentJoystick != nullptr)
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{
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SDL_CloseJoystick(this->currentJoystick);
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this->currentJoystick = nullptr;
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}
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if (this->currentGamepad != nullptr)
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{
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SDL_CloseGamepad(this->currentGamepad);
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this->currentGamepad = nullptr;
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}
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}
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void MainDialog::on_InputPollTimer_triggered()
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{
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Widget::ControllerWidget* controllerWidget;
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controllerWidget = controllerWidgets.at(this->tabWidget->currentIndex());
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// if the current controller widget
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// is disabled (by the user),
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// we don't need to do anything
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if (!controllerWidget->IsPluggedIn())
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{
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this->sdlThread->SetAction(SDLThreadAction::None);
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return;
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}
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// verify/update the SDL thread action state
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switch (this->sdlThread->GetCurrentAction())
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{
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case SDLThreadAction::GetInputDevices:
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// don't do anything when we're querying the input devices
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return;
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case SDLThreadAction::None:
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// when the SDL thread is doing nothing, pump the sdl events instead
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sdlThread->SetAction(SDLThreadAction::SDLPumpEvents);
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break;
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default:
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break;
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}
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// process SDL events
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SDL_Event event;
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while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_EVENT_FIRST, SDL_EVENT_LAST) == 1)
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{
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controllerWidget->on_MainDialog_SdlEvent(&event);
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}
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controllerWidget->on_MainDialog_SdlEventPollFinished();
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}
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void MainDialog::on_ControllerWidget_CurrentInputDeviceChanged(ControllerWidget* widget, InputDevice device)
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{
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Widget::ControllerWidget* currentWidget;
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currentWidget = controllerWidgets.at(this->tabWidget->currentIndex());
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// ignore input device changes
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// when it's not the current controllerwidget
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if (widget != currentWidget)
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{
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return;
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}
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this->closeInputDevice();
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// only open device when needed
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if (device.type == InputDeviceType::Automatic ||
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device.type == InputDeviceType::Joystick)
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{
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this->openInputDevice(device);
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}
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}
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void MainDialog::on_ControllerWidget_RefreshInputDevicesButtonClicked()
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{
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if (this->updatingDeviceList)
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{
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return;
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}
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this->updatingDeviceList = true;
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this->inputDeviceList.clear();
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this->sdlThread->SetAction(SDLThreadAction::GetInputDevices);
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}
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void MainDialog::on_ControllerWidget_UserProfileAdded(QString name, QString section)
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{
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for (auto& controllerWidget : this->controllerWidgets)
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{
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controllerWidget->AddUserProfile(name, section);
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}
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}
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void MainDialog::on_ControllerWidget_UserProfileRemoved(QString name, QString section)
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{
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for (auto& controllerWidget : this->controllerWidgets)
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{
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controllerWidget->RemoveUserProfile(name, section);
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}
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}
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void MainDialog::on_tabWidget_currentChanged(int index)
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{
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InputDevice device;
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Widget::ControllerWidget* controllerWidget;
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// save previous tab's user profile
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if (previousTabWidgetIndex != -1 &&
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previousTabWidgetIndex != index)
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{
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controllerWidget = controllerWidgets.at(previousTabWidgetIndex);
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controllerWidget->SaveUserProfileSettings();
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}
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// update previous index
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previousTabWidgetIndex = index;
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// prepare switched tab
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controllerWidget = controllerWidgets.at(index);
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controllerWidget->ClearControllerImage();
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this->closeInputDevice();
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// re-load user profile settings
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controllerWidget->LoadUserProfileSettings();
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// retrieve current input device
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controllerWidget->GetCurrentInputDevice(device);
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// only open device when needed
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if (device.type == InputDeviceType::Automatic ||
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device.type == InputDeviceType::Joystick)
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{
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this->openInputDevice(device);
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}
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}
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void MainDialog::on_SDLThread_DeviceFound(QString name, QString path, QString serial, SDL_JoystickID joystickId)
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{
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const InputDevice inputDevice = { InputDeviceType::Joystick, name.toStdString(),
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path.toStdString(), serial.toStdString(), joystickId };
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this->inputDeviceList.append(inputDevice);
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}
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void MainDialog::on_SDLThread_DeviceSearchFinished(void)
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{
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// compare inputDeviceList with oldInputDeviceList
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// and signal the changes
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for (auto& inputDevice : this->inputDeviceList)
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{
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if (!this->oldInputDeviceList.contains(inputDevice))
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{
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this->addInputDevice(inputDevice);
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}
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}
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for (auto& inputDevice : this->oldInputDeviceList)
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{
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if (!this->inputDeviceList.contains(inputDevice))
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{
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this->removeInputDevice(inputDevice);
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}
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}
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// update old device list
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this->oldInputDeviceList = this->inputDeviceList;
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// we can refresh safely again
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this->updatingDeviceList = false;
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// device search has been completed,
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// signal that each widget can check device settings
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for (auto& controllerWidget : this->controllerWidgets)
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{
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controllerWidget->CheckInputDeviceSettings();
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}
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}
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void MainDialog::on_EventFilter_KeyPressed(QKeyEvent *event)
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{
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int key = Utilities::QtKeyToSdl3Key(event->key());
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int mod = Utilities::QtModKeyToSdl3ModKey(event->modifiers());
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SDL_KeyboardEvent keyboardEvent;
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keyboardEvent.down = true;
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keyboardEvent.type = SDL_EVENT_KEY_DOWN;
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keyboardEvent.scancode = static_cast<SDL_Scancode>(key);
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keyboardEvent.key = static_cast<SDL_Keycode>(key);
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keyboardEvent.mod = mod;
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SDL_Event sdlEvent;
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sdlEvent.key = keyboardEvent;
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sdlEvent.type = SDL_EVENT_KEY_DOWN;
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SDL_PeepEvents(&sdlEvent, 1, SDL_ADDEVENT, 0, 0);
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}
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void MainDialog::on_EventFilter_KeyReleased(QKeyEvent *event)
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{
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int key = Utilities::QtKeyToSdl3Key(event->key());
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int mod = Utilities::QtModKeyToSdl3ModKey(event->modifiers());
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SDL_KeyboardEvent keyboardEvent;
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keyboardEvent.down = false;
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keyboardEvent.type = SDL_EVENT_KEY_UP;
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keyboardEvent.scancode = static_cast<SDL_Scancode>(key);
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keyboardEvent.key = static_cast<SDL_Keycode>(key);
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keyboardEvent.mod = mod;
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SDL_Event sdlEvent;
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sdlEvent.key = keyboardEvent;
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sdlEvent.type = SDL_EVENT_KEY_UP;
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SDL_PeepEvents(&sdlEvent, 1, SDL_ADDEVENT, 0, 0);
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}
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void MainDialog::accept(void)
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{
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Widget::ControllerWidget* controllerWidget;
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int currentIndex = this->tabWidget->currentIndex();
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for (int i = 0; i < this->controllerWidgets.count(); i++)
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{
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if (i != currentIndex)
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{
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controllerWidget = this->controllerWidgets.at(i);
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controllerWidget->SaveSettings();
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}
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}
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// the widget which has focus should be saved last
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controllerWidget = this->controllerWidgets.at(currentIndex);
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controllerWidget->SaveSettings();
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CoreSettingsSave();
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QDialog::accept();
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}
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void MainDialog::reject(void)
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{
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for (auto& controllerWidget : this->controllerWidgets)
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{
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controllerWidget->RevertSettings();
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}
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CoreSettingsSave();
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QDialog::reject();
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}
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