[Qt] Implements "Map game inputs" (partially)

This commit is contained in:
Marcos Medeiros 2014-09-10 18:46:16 +00:00
parent 9db7cf5745
commit baece5ce9c
6 changed files with 257 additions and 1 deletions

View File

@ -761,6 +761,7 @@ SOURCES += \
../../src/cpu/tlcs90/tlcs90.cpp \
../../src/cpu/tlcs90_intf.cpp \
../../src/burn/devices/kaneko_tmap.cpp \
../../src/burner/qt/inputdialog.cpp
HEADERS += \
@ -932,6 +933,7 @@ HEADERS += \
../../src/dep/libs/zlib/zutil.h \
../../src/burn/devices/nmk004.h \
../../src/burn/devices/kaneko_tmap.h \
../../src/burner/qt/inputdialog.h
#-------------------------------------------------------------------------------
# Linux only drivers
@ -951,4 +953,5 @@ FORMS += \
../../src/burner/qt/rominfodialog.ui \
../../src/burner/qt/romscandialog.ui \
../../src/burner/qt/selectdialog.ui \
../../src/burner/qt/supportdirsdialog.ui
../../src/burner/qt/supportdirsdialog.ui \
../../src/burner/qt/inputdialog.ui

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@ -0,0 +1,112 @@
#include <QtWidgets>
#include "inputdialog.h"
#include "ui_inputdialog.h"
#include "burner.h"
InputDialog::InputDialog(QWidget *parent) :
QDialog(parent),
ui(new Ui::InputDialog)
{
ui->setupUi(this);
ui->tvInputs->setColumnWidth(0, 200);
ui->tvInputs->setColumnWidth(1, 200);
setWindowTitle("Map Game Inputs");
m_timer = new QTimer(this);
connect(m_timer, SIGNAL(timeout()), this, SLOT(updateInputs()));
m_timer->setInterval(30);
}
InputDialog::~InputDialog()
{
delete ui;
}
int InputDialog::exec()
{
makeList();
m_timer->start();
QDialog::exec();
m_timer->stop();
}
void InputDialog::updateInputs()
{
InputMake(true);
for (int i = 0; i < ui->tvInputs->topLevelItemCount(); i++) {
QTreeWidgetItem *item = ui->tvInputs->topLevelItem(i);
struct GameInp *pgi = GameInp;
pgi += item->data(0, Qt::UserRole).toInt();
if (pgi->nType == 0)
continue;
int value = pgi->Input.nVal;
int lastValue = item->data(2, Qt::UserRole).toInt();
if (value == lastValue)
continue;
switch (pgi->nType) {
case BIT_DIGITAL:
if (value)
item->setText(2, "ON");
else
item->setText(2, "");
break;
}
item->setData(2, Qt::UserRole, value);
}
}
void InputDialog::makeList()
{
static const QColor dipColor(255, 255, 210);
clear();
struct GameInp *pgi = GameInp;
// Add all the input names to the list
for (unsigned int i = 0; i < nGameInpCount; i++) {
struct BurnInputInfo bii;
// Get the name of the input
bii.szName = nullptr;
BurnDrvGetInputInfo(&bii, i);
// skip unused inputs
if (bii.pVal == nullptr)
continue;
if (bii.szName == nullptr)
bii.szName = "";
QTreeWidgetItem *item = new QTreeWidgetItem();
item->setData(0, Qt::UserRole, i);
item->setData(2, Qt::UserRole, 0);
if (pgi->nType == BIT_DIPSWITCH) {
for (int j = 0; j < ui->tvInputs->columnCount(); j++)
item->setBackgroundColor(j, dipColor);
}
item->setText(0, bii.szName);
if (pgi->Input.pVal != nullptr) {
auto value = InpToDesc(pgi);
item->setText(1, value);
}
ui->tvInputs->addTopLevelItem(item);
pgi++;
}
}
void InputDialog::clear()
{
while (ui->tvInputs->topLevelItemCount() > 0)
ui->tvInputs->takeTopLevelItem(0);
}

View File

@ -0,0 +1,30 @@
#ifndef INPUTDIALOG_H
#define INPUTDIALOG_H
#include <QDialog>
#include <QTimer>
namespace Ui {
class InputDialog;
}
class InputDialog : public QDialog
{
Q_OBJECT
public:
explicit InputDialog(QWidget *parent = 0);
~InputDialog();
public slots:
int exec();
void updateInputs();
private:
void makeList();
void clear();
Ui::InputDialog *ui;
QTimer *m_timer;
};
#endif // INPUTDIALOG_H

View File

@ -0,0 +1,100 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>InputDialog</class>
<widget class="QDialog" name="InputDialog">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>573</width>
<height>443</height>
</rect>
</property>
<property name="windowTitle">
<string>Dialog</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="QLabel" name="label">
<property name="text">
<string>Double-click an input to change its mapping</string>
</property>
</widget>
</item>
<item>
<widget class="QTreeWidget" name="tvInputs">
<property name="rootIsDecorated">
<bool>false</bool>
</property>
<property name="uniformRowHeights">
<bool>false</bool>
</property>
<property name="sortingEnabled">
<bool>false</bool>
</property>
<attribute name="headerStretchLastSection">
<bool>true</bool>
</attribute>
<column>
<property name="text">
<string>Game input</string>
</property>
</column>
<column>
<property name="text">
<string>Mapped to</string>
</property>
</column>
<column>
<property name="text">
<string>State</string>
</property>
</column>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<spacer name="horizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>40</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
<item>
<widget class="QPushButton" name="btnOk">
<property name="text">
<string>Ok</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<resources/>
<connections>
<connection>
<sender>btnOk</sender>
<signal>clicked()</signal>
<receiver>InputDialog</receiver>
<slot>accept()</slot>
<hints>
<hint type="sourcelabel">
<x>495</x>
<y>421</y>
</hint>
<hint type="destinationlabel">
<x>440</x>
<y>435</y>
</hint>
</hints>
</connection>
</connections>
</ui>

View File

@ -156,6 +156,7 @@ void MainWindow::createMenus()
setupInputInterfaces();
m_menuInput->addAction(m_actionDipswitch);
m_menuInput->addAction(m_actionMapGameInputs);
m_menuMisc = menuBar()->addMenu(tr("Misc"));
m_menuMisc->addAction(m_actionConfigureRomPaths);
@ -179,6 +180,7 @@ void MainWindow::createControls()
m_supportPathDlg = new SupportDirsDialog(this);
m_aboutDlg = new AboutDialog(this);
m_dipSwitchDlg = new DipswitchDialog(this);
m_inputDlg = new InputDialog(this);
extern void ProgressSetParent(QWidget *);
ProgressSetParent(this);
@ -200,6 +202,8 @@ void MainWindow::createActions()
m_actionAbout = new QAction(tr("About FBA"), this);
m_actionDipswitch = new QAction(tr("Configure DIPs"), this);
m_actionDipswitch->setEnabled(false);
m_actionMapGameInputs = new QAction(tr("Map game inputs"), this);
m_actionMapGameInputs->setEnabled(false);
}
void MainWindow::connectActions()
@ -214,18 +218,22 @@ void MainWindow::connectActions()
connect(m_scutToogleMenu, SIGNAL(activated()), this, SLOT(toogleMenu()));
connect(m_scutToogleFullscreen, SIGNAL(activated()), this, SLOT(toogleFullscreen()));
connect(m_actionDipswitch, SIGNAL(triggered()), m_dipSwitchDlg, SLOT(exec()));
connect(m_actionMapGameInputs, SIGNAL(triggered()), m_inputDlg, SLOT(exec()));
}
void MainWindow::enableInGame()
{
m_actionCloseGame->setEnabled(true);
m_actionDipswitch->setEnabled(true);
m_actionMapGameInputs->setEnabled(true);
}
void MainWindow::disableInGame()
{
m_actionCloseGame->setEnabled(false);
m_actionDipswitch->setEnabled(false);
m_actionMapGameInputs->setEnabled(false);
}
void MainWindow::drawLogo()

View File

@ -16,6 +16,7 @@
#include "supportdirsdialog.h"
#include "aboutdialog.h"
#include "dipswitchdialog.h"
#include "inputdialog.h"
#include "emuworker.h"
#include "burner.h"
@ -57,6 +58,7 @@ private:
SupportDirsDialog *m_supportPathDlg;
AboutDialog *m_aboutDlg;
DipswitchDialog *m_dipSwitchDlg;
InputDialog *m_inputDlg;
QMenu *m_menuGame;
QMenu *m_menuMisc;
QMenu *m_menuHelp;
@ -70,6 +72,7 @@ private:
QAction *m_actionCloseGame;
QAction *m_actionToogleMenu;
QAction *m_actionDipswitch;
QAction *m_actionMapGameInputs;
QShortcut *m_scutToogleMenu;
QShortcut *m_scutToogleFullscreen;
QImage m_logo;