azahar/src/citra_qt/util/sequence_dialog/sequence_dialog.cpp
David Griswold c929206d2f controller hotkey support and SDL refactor to use GameController API,
which adds more user-readable names to controller input maps
2026-05-11 13:55:31 +03:00

47 lines
1.4 KiB
C++

// Copyright Citra Emulator Project / Azahar Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <QDialogButtonBox>
#include <QKeySequenceEdit>
#include <QVBoxLayout>
#include "citra_qt/util/sequence_dialog/sequence_dialog.h"
SequenceDialog::SequenceDialog(QWidget* parent) : QDialog(parent) {
setWindowTitle(tr("Enter a hotkey"));
key_sequence = new QKeySequenceEdit;
#if QT_VERSION >= QT_VERSION_CHECK(6, 5, 0)
key_sequence->setMaximumSequenceLength(1);
key_sequence->setFinishingKeyCombinations({});
#endif
auto* const buttons = new QDialogButtonBox(QDialogButtonBox::Ok | QDialogButtonBox::Cancel);
buttons->setCenterButtons(true);
auto* const layout = new QVBoxLayout(this);
layout->addWidget(key_sequence);
layout->addWidget(buttons);
connect(buttons, &QDialogButtonBox::accepted, this, &QDialog::accept);
connect(buttons, &QDialogButtonBox::rejected, this, &QDialog::reject);
}
SequenceDialog::~SequenceDialog() = default;
QKeySequence SequenceDialog::GetSequence() {
#if QT_VERSION >= QT_VERSION_CHECK(6, 5, 0)
return key_sequence->keySequence();
#else
// Only the first key is returned. The other 3, if present, are ignored.
return QKeySequence(key_sequence->keySequence()[0]);
#endif
}
bool SequenceDialog::focusNextPrevChild(bool next) {
return false;
}
void SequenceDialog::closeEvent(QCloseEvent*) {
reject();
}