Files
thunderpad/src/layout.cpp
John Toman 17ed926cdf reverting trunk back to stable 3.4.1 version
git-svn-id: svn://svn.code.sf.net/p/qjoypad/code/trunk@82 c05e91a0-76c8-4ec0-b377-ef19ce7cc080
2009-05-26 00:57:02 +00:00

302 lines
8.3 KiB
C++

#include "layout.h"
//initialize things and set up an icon :)
LayoutManager::LayoutManager( bool useTrayIcon ) {
//no LayoutEdit yet.
le = NULL;
//prepare the popup first.
Popup = new QPopupMenu();
fillPopup();
connect(Popup,SIGNAL(activated(int)),this, SLOT(trayMenu(int)));
//make a tray icon
if (useTrayIcon) {
TrayIcon* Tray = new TrayIcon(QPixmap(ICON24),NAME,Popup,0,"tray");
connect(Tray, SIGNAL( clicked(const QPoint&, int)), this, SLOT( trayClick()));
Tray->show();
}
//or make a floating icon
else {
FloatingIcon* Icon = new FloatingIcon(QPixmap(ICON64),Popup,0,"tray");
connect(Icon, SIGNAL( clicked()), this, SLOT( trayClick()));
connect(Icon, SIGNAL( closed()), qApp, SLOT( quit()));
Icon->show();
}
//no layout loaded at start.
setLayoutName(NL);
}
QString LayoutManager::getFileName( QString layoutname ) {
return settingsDir + layoutname + ".lyt";
}
bool LayoutManager::load(const QString& name) {
//it's VERY easy to load NL :)
if (name == NL) {
clear();
return true;
}
QFile file(getFileName(name));
//if the file isn't available,
if (!file.exists()) {
error("Load error","Failed to find a layout named " + name);
return false;
}
//if the file isn't readable,
if (!file.open(IO_ReadOnly)) {
error("Load error","Error reading from file " + file.name());
return false;
}
//reset all the joypads.
//note that we don't use available here, but joypads instead. This is so
//if one layout has more joypads than this one does, this won't have the
//extra settings left over after things are supposed to be "cleared"
QIntDictIterator<JoyPad> it( joypads );
for ( ; it.current(); ++it ) {
it.current()->toDefault();
}
//start reading joypads!
QTextStream stream( &file );
QString input = stream.readLine().lower();
QRegExp quoted("\"(.*)\"");
bool okay;
int num;
while (input != QString::null) {
QStringList words = QStringList::split(" ",input);
//if this line is specifying a joystick
if (words[0] == "joystick") {
num = words[1].toInt(&okay);
//make sure the number of the joystick is valid
if (!okay || okay < 1) {
error( "Load error", "Error reading joystick definition. Expected: Joysyick 1 {");
if (name != CurrentLayout) reload();
else clear();
return false;
}
//if there was no joypad defined for this index before, make it now!
if (joypads[num-1] == 0) {
joypads.insert(num-1, new JoyPad(num-1, 0));
}
//try to read the joypad, report error on fail.
if (!joypads[num-1]->read(&stream)) {
error( "Load error", "Error reading definition for joystick " + QString::number(num-1));
//if this was attempting to change to a new layout and it failed,
//revert back to the old layout.
if (name != CurrentLayout) reload();
//to keep from going into an infinite loop, if there is no good
//layout to fall back on, go to NL.
else clear();
return false;
}
}
//read a new line.
input = stream.readLine().lower();
}
//if loading succeeded, this is our new layout.
setLayoutName(name);
return true;
}
bool LayoutManager::load() {
//try to load the file named "layout" to retrieve the last used layout name
QFile file( settingsDir + "layout");
QString name;
if (file.open(IO_ReadOnly)) {
QTextStream stream(&file);
name = stream.readLine();
file.close();
//if there was no name, don't load.
if (name == "") {
return false;
}
//if there was a name, try to load it! Note, this will still return
//false if the name is invalid ( see load() )
return load(name);
}
//if the file isn't available to open, don't load.
return false;
}
bool LayoutManager::reload() {
return load(CurrentLayout);
}
void LayoutManager::clear() {
//reset all the joypads...
for (QIntDictIterator<JoyPad> it(joypads); it.current(); ++it) {
it.current()->toDefault();
}
//and call our layout NL
setLayoutName(NL);
}
void LayoutManager::save() {
if (CurrentLayout == NL) {
saveAs();
return;
}
//get a filename
QString filename = getFileName( CurrentLayout );
QFile file(filename);
//if it's good, start writing the file
if (file.open(IO_WriteOnly)) {
QTextStream stream( &file );
stream << "# "NAME" Layout File\n\n";
for (QIntDictIterator<JoyPad> it(joypads); it.current(); ++it) {
it.current()->write( &stream );
}
file.close();
}
//if it's not, error.
else
error("Save error", "Could not open file " + filename + ", layout not saved.");
}
void LayoutManager::saveAs() {
bool ok;
//request a new name!
QString name = QInputDialog::getText(NAME" - Name new layout","Enter a name for the new layout:", QLineEdit::Normal, QString::null, &ok );
if (!ok) return;
QFile file(settingsDir + name + ".lyt");
//don't overwrite an existing layout.
if (file.exists()) {
error("Save error", "That name's already taken!");
return;
}
//now that the new layout has a name, that is the name we should use.
setLayoutName(name);
//since we have a new name for this layout now, we can save it normally :)
save();
//add the new name to our lists
fillPopup();
if (le != NULL) {
le->updateLayoutList();
}
}
void LayoutManager::saveDefault() {
QFile file( settingsDir + "layout");
if (file.open(IO_WriteOnly)) {
QTextStream stream(&file);
stream << CurrentLayout;
file.close();
}
}
void LayoutManager::remove() {
if (CurrentLayout == NL) return;
if (QMessageBox::warning( 0, NAME" - Delete layout?","Remove layout permanently from your hard drive?", "Yes", "No", 0, 0, 1 ) == 1) return;
QString filename = getFileName( CurrentLayout );
if (!QFile(filename).remove()) {
error("Remove error", "Could not remove file " + filename);
}
fillPopup();
if (le != NULL) {
le->updateLayoutList();
}
clear();
}
QStringList LayoutManager::getLayoutNames() {
//goes through the list of .lyt files and removes the file extensions ;)
QStringList result = QDir(settingsDir).entryList("*.lyt");
for ( QStringList::Iterator it = result.begin(); it != result.end(); ++it ) {
*it = (*it).left((*it).length() - 4);
}
//and, of course, there's always NL.
result.prepend(NL);
return result;
}
void LayoutManager::setLayoutName(QString name) {
CurrentLayout = name;
fillPopup();
if (le != NULL) {
le->setLayout(name);
}
}
void LayoutManager::trayClick() {
//don't show the dialog if there aren't any joystick devices plugged in
if (available.count() == 0) {
error("No joystick devices available","No joystick devices are currently available to configure.\nPlease plug in a gaming device and select\n\"Update Joystick Devices\" from the popup menu.");
return;
}
//otherwise, make a new LayoutEdit dialog and show it.
le = new LayoutEdit(this);
le->setLayout(CurrentLayout);
//note, this will cause the menu to hang. You cannot use the menu while the
//dialog is active. I'd rather it not work out that way, but this makes my
//code MUCH simpler for a small inconvenience that shouldn't matter. For
//instance, I don't have to worry about the current joysticks changing
//while there's a dialog and therefore adjusting the dialog to match.
le->exec();
delete le;
le = NULL;
}
void LayoutManager::trayMenu(int id) {
//if they clicked on a Layout name, load it!
//note that the other options are handled with their own special functions
if (Popup->indexOf(id) > 4 && Popup->text(id) != "Quit") {
load(Popup->text(id));
}
}
void LayoutManager::fillPopup() {
//start with an empty slate
Popup->clear();
//make a list of joystick devices
QString devs = "Joysticks: ";
QIntDictIterator<JoyPad> it( available );
for ( ; it.current(); ++it ) {
devs += QString::number(it.currentKey() + 1) + " ";
}
Popup->insertItem(devs);
Popup->insertSeparator();
//add in the Update options
Popup->insertItem("Update layout list", this, SLOT(fillPopup()));
Popup->insertItem("Update joystick devices", this, SLOT(updateJoyDevs()));
Popup->insertSeparator();
//then add all the layout names
QStringList names = getLayoutNames();
for ( QStringList::Iterator it = names.begin(); it != names.end(); ++it ) {
int id = Popup->insertItem(*it);
//put a check by the current one ;)
if (CurrentLayout == (*it)) Popup->setItemChecked(id,true);
}
Popup->insertSeparator();
//and, at the end, quit!
Popup->insertItem("Quit",qApp,SLOT(quit()));
}
void LayoutManager::updateJoyDevs() {
//the actual update process is handled by main.cpp, we just need to signal
//ourselves to do it.
raise(SIGUSR1);
}