pineapple/src/yuzu/configuration/configure_input_player_widget.h

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// Copyright 2020 yuzu Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <array>
#include <QFrame>
#include <QPointer>
#include "core/frontend/input.h"
#include "core/settings.h"
class QLabel;
using AnalogParam = std::array<Common::ParamPackage, Settings::NativeAnalog::NumAnalogs>;
using ButtonParam = std::array<Common::ParamPackage, Settings::NativeButton::NumButtons>;
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// Widget for representing controller animations
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class PlayerControlPreview : public QFrame {
Q_OBJECT
public:
explicit PlayerControlPreview(QWidget* parent);
~PlayerControlPreview() override;
void SetPlayerInput(std::size_t index, const ButtonParam& buttons_param,
const AnalogParam& analogs_param);
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void SetPlayerInputRaw(std::size_t index, const Settings::ButtonsRaw buttons_,
Settings::AnalogsRaw analogs_);
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void SetConnectedStatus(bool checked);
void SetControllerType(Settings::ControllerType type);
void BeginMappingButton(std::size_t button_id);
void BeginMappingAnalog(std::size_t button_id);
void EndMapping();
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void UpdateInput();
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protected:
void paintEvent(QPaintEvent* event) override;
private:
enum class Direction : std::size_t {
None,
Up,
Right,
Down,
Left,
};
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enum class Symbol {
House,
A,
B,
X,
Y,
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SL,
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ZL,
ZR,
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SR,
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};
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struct AxisValue {
QPointF value{};
QPointF raw_value{};
Input::AnalogProperties properties{};
int size{};
QPoint offset{};
bool active{};
};
struct LedPattern {
bool position1;
bool position2;
bool position3;
bool position4;
};
struct ColorMapping {
QColor outline{};
QColor primary{};
QColor left{};
QColor right{};
QColor button{};
QColor button2{};
QColor font{};
QColor font2{};
QColor highlight{};
QColor highlight2{};
QColor transparent{};
QColor indicator{};
QColor led_on{};
QColor led_off{};
QColor slider{};
QColor slider_button{};
QColor slider_arrow{};
QColor deadzone{};
};
static LedPattern GetColorPattern(std::size_t index, bool player_on);
void UpdateColors();
// Draw controller functions
void DrawHandheldController(QPainter& p, QPointF center);
void DrawDualController(QPainter& p, QPointF center);
void DrawLeftController(QPainter& p, QPointF center);
void DrawRightController(QPainter& p, QPointF center);
void DrawProController(QPainter& p, QPointF center);
// Draw body functions
void DrawHandheldBody(QPainter& p, QPointF center);
void DrawDualBody(QPainter& p, QPointF center);
void DrawLeftBody(QPainter& p, QPointF center);
void DrawRightBody(QPainter& p, QPointF center);
void DrawProBody(QPainter& p, QPointF center);
// Draw triggers functions
void DrawProTriggers(QPainter& p, QPointF center, bool left_pressed, bool right_pressed);
void DrawHandheldTriggers(QPainter& p, QPointF center, bool left_pressed, bool right_pressed);
void DrawDualTriggers(QPainter& p, QPointF center, bool left_pressed, bool right_pressed);
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void DrawDualTriggersTopView(QPainter& p, QPointF center, bool left_pressed,
bool right_pressed);
void DrawDualZTriggersTopView(QPainter& p, QPointF center, bool left_pressed,
bool right_pressed);
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void DrawLeftTriggers(QPainter& p, QPointF center, bool left_pressed);
void DrawLeftZTriggers(QPainter& p, QPointF center, bool left_pressed);
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void DrawLeftTriggersTopView(QPainter& p, QPointF center, bool left_pressed);
void DrawLeftZTriggersTopView(QPainter& p, QPointF center, bool left_pressed);
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void DrawRightTriggers(QPainter& p, QPointF center, bool right_pressed);
void DrawRightZTriggers(QPainter& p, QPointF center, bool right_pressed);
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void DrawRightTriggersTopView(QPainter& p, QPointF center, bool right_pressed);
void DrawRightZTriggersTopView(QPainter& p, QPointF center, bool right_pressed);
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// Draw joystick functions
void DrawJoystick(QPainter& p, QPointF center, float size, bool pressed);
void DrawJoystickSideview(QPainter& p, QPointF center, float angle, float size, bool pressed);
void DrawRawJoystick(QPainter& p, QPointF center, const QPointF value,
const Input::AnalogProperties properties);
void DrawProJoystick(QPainter& p, QPointF center, bool pressed);
// Draw button functions
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void DrawCircleButton(QPainter& p, QPointF center, bool pressed, float button_size);
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void DrawRoundButton(QPainter& p, QPointF center, bool pressed, float width, float height,
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Direction direction = Direction::None, float radius = 2);
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void DrawMinusButton(QPainter& p, QPointF center, bool pressed, int button_size);
void DrawPlusButton(QPainter& p, QPointF center, bool pressed, int button_size);
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void DrawArrowButtonOutline(QPainter& p, const QPointF center);
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void DrawArrowButton(QPainter& p, QPointF center, Direction direction, bool pressed);
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void DrawTriggerButton(QPainter& p, QPointF center, Direction direction, bool pressed);
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// Draw icon functions
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void DrawSymbol(QPainter& p, QPointF center, Symbol symbol, float icon_size);
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void DrawArrow(QPainter& p, QPointF center, Direction direction, float size);
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// Draw primitive types
template <size_t N>
void DrawPolygon(QPainter& p, const std::array<QPointF, N>& polygon);
void DrawCircle(QPainter& p, QPointF center, float size);
void DrawRectangle(QPainter& p, QPointF center, float width, float height);
void DrawRoundRectangle(QPainter& p, QPointF center, float width, float height, float round);
void DrawText(QPainter& p, QPointF center, float text_size, const QString& text);
void SetTextFont(QPainter& p, float text_size,
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const QString& font_family = QStringLiteral("sans-serif"));
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using ButtonArray =
std::array<std::unique_ptr<Input::ButtonDevice>, Settings::NativeButton::BUTTON_NS_END>;
using StickArray =
std::array<std::unique_ptr<Input::AnalogDevice>, Settings::NativeAnalog::NUM_STICKS_HID>;
bool mapping_active{};
int blink_counter{};
QColor button_color{};
ColorMapping colors{};
std::array<QColor, 4> led_color{};
ButtonArray buttons{};
StickArray sticks{};
std::size_t player_index{};
std::size_t button_mapping_index{Settings::NativeButton::BUTTON_NS_END};
std::size_t analog_mapping_index{Settings::NativeAnalog::NUM_STICKS_HID};
std::array<AxisValue, Settings::NativeAnalog::NUM_STICKS_HID> axis_values{};
std::array<bool, Settings::NativeButton::NumButtons> button_values{};
Settings::ControllerType controller_type{Settings::ControllerType::ProController};
};