| /**************************************************************************** |
| ** |
| ** Copyright (C) 2017 The Qt Company Ltd. |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the examples of the Qt Gamepad module |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** Commercial License Usage |
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| ** BSD License Usage |
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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; |
| } |