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authorAndy Nichols <andy.nichols@digia.com>2015-05-11 16:36:50 +0200
committerAndy Nichols <andy.nichols@digia.com>2015-05-11 16:48:38 +0200
commit298e4e678b2fa6dc62f5a90e0b27caa954aaed66 (patch)
tree9cceb057bca8d16946b2c3df788dce81ccf97159 /src/gamepad/qgamepad.cpp
Initial public release of Qt Gamepad module
Qt Gamepad is a Qt 5 module that adds support for using Gamepad devices (like the XBox 360 controller) inside of Qt applications. Change-Id: I5dff629dcfdcc5625a90274017b8e97f45e8fd30
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+/****************************************************************************
+**
+** 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 "qgamepad.h"
+
+QT_BEGIN_NAMESPACE
+
+/*!
+ \class QGamepad
+ \inmodule QtGamepad
+ \brief A gamepad device connected to a system
+
+ QGamepad is used to access the current state of gamepad hardware connected
+ to a system.
+ */
+
+/*!
+ * \brief Constructs a QGamepad for device at \a index.
+ * \param index is the number of the gamepad you wish to see the state of
+ * \param parent
+ */
+QGamepad::QGamepad(int index, QObject *parent)
+ : QObject(parent)
+ , m_index(index)
+ , m_connected(false)
+ , m_axisLeftX(0.0)
+ , m_axisLeftY(0.0)
+ , m_axisRightX(0.0)
+ , m_axisRightY(0.0)
+ , m_buttonA(false)
+ , m_buttonB(false)
+ , m_buttonX(false)
+ , m_buttonY(false)
+ , m_buttonL1(false)
+ , m_buttonR1(false)
+ , m_buttonL2(0.0)
+ , m_buttonR2(0.0)
+ , m_buttonSelect(false)
+ , m_buttonStart(false)
+ , m_buttonL3(false)
+ , m_buttonR3(false)
+ , m_buttonUp(false)
+ , m_buttonDown(false)
+ , m_buttonLeft(false)
+ , m_buttonRight(false)
+ , m_buttonGuide(false)
+{
+ m_gamepadManager = QGamepadManager::instance();
+ connect(m_gamepadManager, SIGNAL(gamepadConnected(int)), this, SLOT(handleGamepadConnected(int)));
+ connect(m_gamepadManager, SIGNAL(gamepadDisconnected(int)), this, SLOT(handleGamepadDisconnected(int)));
+ connect(m_gamepadManager, SIGNAL(gamepadAxisEvent(int,QGamepadManager::GamepadAxis,double)), this, SLOT(handleGamepadAxisEvent(int,QGamepadManager::GamepadAxis,double)));
+ connect(m_gamepadManager, SIGNAL(gamepadButtonPressEvent(int,QGamepadManager::GamepadButton,double)), this, SLOT(handleGamepadButtonPressEvent(int,QGamepadManager::GamepadButton,double)));
+ connect(m_gamepadManager, SIGNAL(gamepadButtonReleaseEvent(int,QGamepadManager::GamepadButton)), this, SLOT(handleGamepadButtonReleaseEvent(int,QGamepadManager::GamepadButton)));
+
+ setConnected(m_gamepadManager->isGamepadConnected(m_index));
+}
+
+/*!
+ * \brief Destroys the QGamepad.
+ */
+QGamepad::~QGamepad()
+{
+}
+
+/*!
+ * \property QGamepad::index
+ *
+ * This property holds the index of the gamepad device. It is possible for there to be
+ * multiple gamepad devices connected at any given time, so setting this property defines
+ * which gamepad to use.
+ *
+ */
+int QGamepad::index() const
+{
+ return m_index;
+}
+
+/*!
+ * \property QGamepad::isConnected
+ *
+ * This property holds the connectivity state of the gamepad device. If a gamepad is connected
+ * this property will be true, otherwise false.
+ */
+
+bool QGamepad::isConnected() const
+{
+ return m_connected;
+}
+
+/*!
+ * \property QGamepad::name
+ *
+ * This property holds the reported name of the gamepad if one is available.
+ */
+QString QGamepad::name() const
+{
+ return m_name;
+}
+
+/*!
+ * \property QGamepad::axisLeftX
+ *
+ * This property holds the value of the left thumbstick's X axis.
+ * The range of axis values are from -1.0 to 1.0
+ */
+double QGamepad::axisLeftX() const
+{
+ return m_axisLeftX;
+}
+
+/*!
+ * \property QGamepad::axisLeftY
+ *
+ * This property holds the value of the left thumbstick's Y axis.
+ * The range of axis values are from -1.0 to 1.0
+ */
+double QGamepad::axisLeftY() const
+{
+ return m_axisLeftY;
+}
+
+/*!
+ * \property QGamepad::axisRightX
+ *
+ * This property holds the value of the right thumbstick's X axis.
+ * The range of axis values are from -1.0 to 1.0
+ */
+double QGamepad::axisRightX() const
+{
+ return m_axisRightX;
+}
+
+/*!
+ * \property QGamepad::axisRightY
+ *
+ * This property holds the value of the right thumbstick's Y axis.
+ * The range of axis values are from -1.0 to 1.0
+ */
+double QGamepad::axisRightY() const
+{
+ return m_axisRightY;
+}
+
+/*!
+ * \property QGamepad::buttonA
+ *
+ * This property holds the state of the A button. True when pressed, false when not
+ * pressed.
+ */
+bool QGamepad::buttonA() const
+{
+ return m_buttonA;
+}
+
+/*!
+ * \property QGamepad::buttonB
+ *
+ * This property holds the state of the B button. True when pressed, false when not
+ * pressed.
+ */
+bool QGamepad::buttonB() const
+{
+ return m_buttonB;
+}
+
+/*!
+ * \property QGamepad::buttonX
+ *
+ * This property holds the state of the X button. True when pressed, false when not
+ * pressed.
+ */
+bool QGamepad::buttonX() const
+{
+ return m_buttonX;
+}
+
+/*!
+ * \property QGamepad::buttonY
+ *
+ * This property holds the state of the Y button. True when pressed, false when not
+ * pressed.
+ */
+bool QGamepad::buttonY() const
+{
+ return m_buttonY;
+}
+
+/*!
+ * \property QGamepad::buttonL1
+ *
+ * This property holds the state of the left shoulder button.
+ * True when pressed, false when not pressed.
+ */
+bool QGamepad::buttonL1() const
+{
+ return m_buttonL1;
+}
+
+/*!
+ * \property QGamepad::buttonR1
+ *
+ * This property holds the state of the right shoulder button.
+ * True when pressed, false when not pressed.
+ */
+bool QGamepad::buttonR1() const
+{
+ return m_buttonR1;
+}
+
+/*!
+ * \property QGamepad::buttonL2
+ *
+ * This property holds the value of the left trigger button.
+ * This trigger value ranges from 0.0 when not pressed to 1.0
+ * when pressed completely.
+ */
+double QGamepad::buttonL2() const
+{
+ return m_buttonL2;
+}
+
+/*!
+ * \property QGamepad::buttonR2
+ *
+ * This property holds the value of the right trigger button.
+ * This trigger value ranges from 0.0 when not pressed to 1.0
+ * when pressed completely.
+ */
+double QGamepad::buttonR2() const
+{
+ return m_buttonR2;
+}
+
+/*!
+ * \property QGamepad::buttonSelect
+ *
+ * This property holds the state of the Select button. True when pressed, false when not
+ * pressed. This button can sometimes be labled as the Back button on some gamepads.
+ */
+bool QGamepad::buttonSelect() const
+{
+ return m_buttonSelect;
+}
+
+/*!
+ * \property QGamepad::buttonStart
+ *
+ * This property holds the state of the Start button. True when pressed, false when not
+ * pressed. This button can sometimes be labled as the Forward button on some gamepads.
+ */
+bool QGamepad::buttonStart() const
+{
+ return m_buttonStart;
+}
+
+/*!
+ * \property QGamepad::buttonL3
+ *
+ * This property holds the state of the left stick button. True when pressed, false when not
+ * pressed. This button is usually triggered by pressing the left joystick itself.
+ */
+bool QGamepad::buttonL3() const
+{
+ return m_buttonL3;
+}
+
+/*!
+ * \property QGamepad::buttonR3
+ *
+ * This property holds the state of the right stick button. True when pressed, false when not
+ * pressed. This button is usually triggered by pressing the right joystick itself.
+ */
+bool QGamepad::buttonR3() const
+{
+ return m_buttonR3;
+}
+
+/*!
+ * \property QGamepad::buttonUp
+ *
+ * This property holds the state of the direction pad up button.
+ * True when pressed, false when not pressed.
+ */
+bool QGamepad::buttonUp() const
+{
+ return m_buttonUp;
+}
+
+/*!
+ * \property QGamepad::buttonDown
+ *
+ * This property holds the state of the direction pad down button.
+ * True when pressed, false when not pressed.
+ */
+bool QGamepad::buttonDown() const
+{
+ return m_buttonDown;
+}
+
+/*!
+ * \property QGamepad::buttonLeft
+ *
+ * This property holds the state of the direction pad left button.
+ * True when pressed, false when not pressed.
+ */
+bool QGamepad::buttonLeft() const
+{
+ return m_buttonLeft;
+}
+
+/*!
+ * \property QGamepad::buttonRight
+ *
+ * This property holds the state of the direction pad right button.
+ * True when pressed, false when not pressed.
+ */
+bool QGamepad::buttonRight() const
+{
+ return m_buttonRight;
+}
+
+/*!
+ * \property QGamepad::buttonGuide
+ *
+ * This property holds the state of the guide button.
+ * True when pressed, false when not pressed.
+ * This button is typically the one in the center of the gamepad with a logo.
+ * Some gamepads will not have a guide button.
+ */
+bool QGamepad::buttonGuide() const
+{
+ return m_buttonGuide;
+}
+
+void QGamepad::setIndex(int number)
+{
+ if (m_index != number) {
+ m_index = number;
+ emit indexChanged(number);
+ setConnected(m_gamepadManager->isGamepadConnected(m_index));
+ }
+}
+
+void QGamepad::setConnected(bool isConnected)
+{
+ if (m_connected != isConnected) {
+ m_connected = isConnected;
+ emit connectedChanged(m_connected);
+ }
+}
+
+/*!
+ * \internal
+ */\
+void QGamepad::handleGamepadConnected(int index)
+{
+ if (index == m_index) {
+ setConnected(true);
+ }
+}
+
+/*!
+ * \internal
+ */\
+void QGamepad::handleGamepadDisconnected(int index)
+{
+ if (index == m_index) {
+ setConnected(false);
+ }
+}
+
+/*!
+ * \internal
+ */\
+void QGamepad::handleGamepadAxisEvent(int index, QGamepadManager::GamepadAxis axis, double value)
+{
+ if (index != m_index)
+ return;
+
+ switch (axis) {
+ case QGamepadManager::AxisLeftX:
+ m_axisLeftX = value;
+ emit axisLeftXChanged(value);
+ break;
+ case QGamepadManager::AxisLeftY:
+ m_axisLeftY = value;
+ emit axisLeftYChanged(value);
+ break;
+ case QGamepadManager::AxisRightX:
+ m_axisRightX = value;
+ emit axisRightXChanged(value);
+ break;
+ case QGamepadManager::AxisRightY:
+ m_axisRightY = value;
+ emit axisRightYChanged(value);
+ break;
+ default:
+ break;
+ }
+}
+
+/*!
+ * \internal
+ */\
+void QGamepad::handleGamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value)
+{
+ if (index != m_index)
+ return;
+
+ switch (button) {
+ case QGamepadManager::ButtonA:
+ m_buttonA = true;
+ emit buttonAChanged(true);
+ break;
+ case QGamepadManager::ButtonB:
+ m_buttonB = true;
+ emit buttonBChanged(true);
+ break;
+ case QGamepadManager::ButtonX:
+ m_buttonX = true;
+ emit buttonXChanged(true);
+ break;
+ case QGamepadManager::ButtonY:
+ m_buttonY = true;
+ emit buttonYChanged(true);
+ break;
+ case QGamepadManager::ButtonL1:
+ m_buttonL1 = true;
+ emit buttonL1Changed(true);
+ break;
+ case QGamepadManager::ButtonR1:
+ m_buttonR1 = true;
+ emit buttonR1Changed(true);
+ break;
+ case QGamepadManager::ButtonL2:
+ m_buttonL2 = value;
+ emit buttonL2Changed(value);
+ break;
+ case QGamepadManager::ButtonR2:
+ m_buttonR2 = value;
+ emit buttonR2Changed(value);
+ break;
+ case QGamepadManager::ButtonL3:
+ m_buttonL3 = true;
+ emit buttonL3Changed(true);
+ break;
+ case QGamepadManager::ButtonR3:
+ m_buttonR3 = true;
+ emit buttonR3Changed(true);
+ break;
+ case QGamepadManager::ButtonSelect:
+ m_buttonSelect = true;
+ emit buttonSelectChanged(true);
+ break;
+ case QGamepadManager::ButtonStart:
+ m_buttonStart = true;
+ emit buttonStartChanged(true);
+ break;
+ case QGamepadManager::ButtonUp:
+ m_buttonUp = true;
+ emit buttonUpChanged(true);
+ break;
+ case QGamepadManager::ButtonDown:
+ m_buttonDown = true;
+ emit buttonDownChanged(true);
+ break;
+ case QGamepadManager::ButtonLeft:
+ m_buttonLeft = true;
+ emit buttonLeftChanged(true);
+ break;
+ case QGamepadManager::ButtonRight:
+ m_buttonRight = true;
+ emit buttonRightChanged(true);
+ break;
+ case QGamepadManager::ButtonGuide:
+ m_buttonGuide = true;
+ emit buttonGuideChanged(true);
+ break;
+ default:
+ break;
+ }
+
+}
+
+/*!
+ * \internal
+ */\
+void QGamepad::handleGamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button)
+{
+ if (index != m_index)
+ return;
+
+ switch (button) {
+ case QGamepadManager::ButtonA:
+ m_buttonA = false;
+ emit buttonAChanged(false);
+ break;
+ case QGamepadManager::ButtonB:
+ m_buttonB = false;
+ emit buttonBChanged(false);
+ break;
+ case QGamepadManager::ButtonX:
+ m_buttonX = false;
+ emit buttonXChanged(false);
+ break;
+ case QGamepadManager::ButtonY:
+ m_buttonY = false;
+ emit buttonYChanged(false);
+ break;
+ case QGamepadManager::ButtonL1:
+ m_buttonL1 = false;
+ emit buttonL1Changed(false);
+ break;
+ case QGamepadManager::ButtonR1:
+ m_buttonR1 = false;
+ emit buttonR1Changed(false);
+ break;
+ case QGamepadManager::ButtonL2:
+ m_buttonL2 = 0.0;
+ emit buttonL2Changed(0.0);
+ break;
+ case QGamepadManager::ButtonR2:
+ m_buttonR2 = 0.0;
+ emit buttonR2Changed(0.0);
+ break;
+ case QGamepadManager::ButtonL3:
+ m_buttonL3 = false;
+ emit buttonL3Changed(false);
+ break;
+ case QGamepadManager::ButtonR3:
+ m_buttonR3 = false;
+ emit buttonR3Changed(false);
+ break;
+ case QGamepadManager::ButtonSelect:
+ m_buttonSelect = false;
+ emit buttonSelectChanged(false);
+ break;
+ case QGamepadManager::ButtonStart:
+ m_buttonStart = false;
+ emit buttonStartChanged(false);
+ break;
+ case QGamepadManager::ButtonUp:
+ m_buttonUp = false;
+ emit buttonUpChanged(false);
+ break;
+ case QGamepadManager::ButtonDown:
+ m_buttonDown = false;
+ emit buttonDownChanged(false);
+ break;
+ case QGamepadManager::ButtonLeft:
+ m_buttonLeft = false;
+ emit buttonLeftChanged(false);
+ break;
+ case QGamepadManager::ButtonRight:
+ m_buttonRight = false;
+ emit buttonRightChanged(false);
+ break;
+ case QGamepadManager::ButtonGuide:
+ m_buttonGuide = false;
+ emit buttonGuideChanged(false);
+ break;
+ default:
+ break;
+ }
+}
+
+QT_END_NAMESPACE