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** Copyright (C) 2017 The Qt Company Ltd.
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** This file is part of the examples of the Qt Gamepad module
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#include "gamepadmonitor.h"
#include <QtGamepad/QGamepad>
#include <QDebug>
#include <QLoggingCategory>
GamepadMonitor::GamepadMonitor(QObject *parent)
: QObject(parent)
, m_gamepad(0)
{
QLoggingCategory::setFilterRules(QStringLiteral("qt.gamepad.debug=true"));
auto gamepads = QGamepadManager::instance()->connectedGamepads();
if (gamepads.isEmpty()) {
qDebug() << "Did not find any connected gamepads";
return;
}
m_gamepad = new QGamepad(*gamepads.begin(), this);
connect(m_gamepad, &QGamepad::axisLeftXChanged, this, [](double value){
qDebug() << "Left X" << value;
});
connect(m_gamepad, &QGamepad::axisLeftYChanged, this, [](double value){
qDebug() << "Left Y" << value;
});
connect(m_gamepad, &QGamepad::axisRightXChanged, this, [](double value){
qDebug() << "Right X" << value;
});
connect(m_gamepad, &QGamepad::axisRightYChanged, this, [](double value){
qDebug() << "Right Y" << value;
});
connect(m_gamepad, &QGamepad::buttonAChanged, this, [](bool pressed){
qDebug() << "Button A" << pressed;
});
connect(m_gamepad, &QGamepad::buttonBChanged, this, [](bool pressed){
qDebug() << "Button B" << pressed;
});
connect(m_gamepad, &QGamepad::buttonXChanged, this, [](bool pressed){
qDebug() << "Button X" << pressed;
});
connect(m_gamepad, &QGamepad::buttonYChanged, this, [](bool pressed){
qDebug() << "Button Y" << pressed;
});
connect(m_gamepad, &QGamepad::buttonL1Changed, this, [](bool pressed){
qDebug() << "Button L1" << pressed;
});
connect(m_gamepad, &QGamepad::buttonR1Changed, this, [](bool pressed){
qDebug() << "Button R1" << pressed;
});
connect(m_gamepad, &QGamepad::buttonL2Changed, this, [](double value){
qDebug() << "Button L2: " << value;
});
connect(m_gamepad, &QGamepad::buttonR2Changed, this, [](double value){
qDebug() << "Button R2: " << value;
});
connect(m_gamepad, &QGamepad::buttonSelectChanged, this, [](bool pressed){
qDebug() << "Button Select" << pressed;
});
connect(m_gamepad, &QGamepad::buttonStartChanged, this, [](bool pressed){
qDebug() << "Button Start" << pressed;
});
connect(m_gamepad, &QGamepad::buttonGuideChanged, this, [](bool pressed){
qDebug() << "Button Guide" << pressed;
});
}
GamepadMonitor::~GamepadMonitor()
{
delete m_gamepad;
}