blob: 6a7cee657eca30216a5a04f50ed690affb5539dd [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qsdlgamepadbackend_p.h"
#include <QtCore/QDebug>
#include <SDL.h>
// Reset bool redefinition from SDL header
#undef bool
QT_BEGIN_NAMESPACE
QSdlGamepadBackend::QSdlGamepadBackend(QObject *parent)
: QGamepadBackend(parent)
{
connect(&m_eventLoopTimer, SIGNAL(timeout()), this, SLOT(pumpSdlEventLoop()));
}
QSdlGamepadBackend::~QSdlGamepadBackend()
{
}
void QSdlGamepadBackend::pumpSdlEventLoop()
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_CONTROLLERAXISMOTION) {
SDL_ControllerAxisEvent axisEvent = event.caxis;
//qDebug() << axisEvent.timestamp << "Axis Event: " << axisEvent.which << axisEvent.axis << axisEvent.value;
double value;
if (axisEvent.value >= 0)
value = axisEvent.value / 32767.0;
else
value = axisEvent.value / 32768.0;
switch (axisEvent.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisLeftX, value);
break;
case SDL_CONTROLLER_AXIS_LEFTY:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisLeftY, value);
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisRightX, value);
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisRightY, value);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
if (value == 0)
emit gamepadButtonReleased(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonL2);
else
emit gamepadButtonPressed(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonL2, value);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
if (value == 0)
emit gamepadButtonReleased(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonR2);
else
emit gamepadButtonPressed(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonR2, value);
break;
default:
break;
}
} else if (event.type == SDL_CONTROLLERBUTTONDOWN) {
SDL_ControllerButtonEvent buttonEvent = event.cbutton;
//qDebug() << buttonEvent.timestamp << "Button Press: " << buttonEvent.which << buttonEvent.button << buttonEvent.state;
emit gamepadButtonPressed(m_instanceIdForIndex[buttonEvent.which], translateButton(buttonEvent.button), 1.0);
} else if (event.type == SDL_CONTROLLERBUTTONUP) {
SDL_ControllerButtonEvent buttonEvent = event.cbutton;
//qDebug() << buttonEvent.timestamp << "Button Release: " << buttonEvent.which << buttonEvent.button << buttonEvent.state;
emit gamepadButtonReleased(m_instanceIdForIndex[buttonEvent.which], translateButton(buttonEvent.button));
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
SDL_ControllerDeviceEvent deviceEvent = event.cdevice;
//qDebug() << deviceEvent.timestamp << "Controller Added: " << deviceEvent.which;
addController(deviceEvent.which);
} else if (event.type == SDL_CONTROLLERDEVICEREMOVED) {
SDL_ControllerDeviceEvent deviceEvent = event.cdevice;
int index = m_instanceIdForIndex[deviceEvent.which];
SDL_GameControllerClose(m_indexForController[index]);
emit gamepadRemoved(index);
m_indexForController.remove(index);
m_instanceIdForIndex.remove(deviceEvent.which);
} else if (event.type == SDL_CONTROLLERDEVICEREMAPPED) {
//SDL_ControllerDeviceEvent deviceEvent = event.cdevice;
//qDebug() << deviceEvent.timestamp << "Controller Remapped: " << deviceEvent.which;
}
}
}
bool QSdlGamepadBackend::start()
{
//Initialize SDL with necessary subsystems for gamepad support
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK)) {
qDebug() << SDL_GetError();
return false;
}
m_eventLoopTimer.start(16);
for (int i = 0; i < SDL_NumJoysticks() ; i++)
addController(i);
return true;
}
void QSdlGamepadBackend::stop()
{
m_eventLoopTimer.stop();
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK);
}
QGamepadManager::GamepadButton QSdlGamepadBackend::translateButton(int button)
{
switch (button) {
case SDL_CONTROLLER_BUTTON_A:
return QGamepadManager::ButtonA;
case SDL_CONTROLLER_BUTTON_B:
return QGamepadManager::ButtonB;
case SDL_CONTROLLER_BUTTON_X:
return QGamepadManager::ButtonX;
case SDL_CONTROLLER_BUTTON_Y:
return QGamepadManager::ButtonY;
case SDL_CONTROLLER_BUTTON_BACK:
return QGamepadManager::ButtonSelect;
case SDL_CONTROLLER_BUTTON_GUIDE:
return QGamepadManager::ButtonGuide;
case SDL_CONTROLLER_BUTTON_START:
return QGamepadManager::ButtonStart;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
return QGamepadManager::ButtonL3;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return QGamepadManager::ButtonR3;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return QGamepadManager::ButtonL1;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
return QGamepadManager::ButtonR1;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
return QGamepadManager::ButtonUp;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return QGamepadManager::ButtonDown;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return QGamepadManager::ButtonLeft;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return QGamepadManager::ButtonRight;
default:
return QGamepadManager::ButtonInvalid;
}
}
void QSdlGamepadBackend::addController(int index)
{
char GUID[100];
SDL_JoystickGetGUIDString(SDL_JoystickGetDeviceGUID(index), GUID, 100);
if (!SDL_IsGameController(index))
return;
SDL_GameController *controller = SDL_GameControllerOpen(index);
if (controller) {
m_indexForController.insert(index, controller);
SDL_Joystick *joystick = SDL_GameControllerGetJoystick(controller);
int instanceID = SDL_JoystickInstanceID(joystick);
m_instanceIdForIndex.insert(instanceID, index);
const char *name = SDL_JoystickName(joystick);
//qDebug() << "Controller " << index << " added with instanceId: " << instanceID;
emit gamepadAdded(index);
if (name)
emit gamepadNamed(index, QString::fromUtf8(name));
}
}
QT_END_NAMESPACE