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+/****************************************************************************
+**
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the examples of the Qt Gamepad module
+**
+** $QT_BEGIN_LICENSE:BSD$
+** You may use this file under the terms of the BSD license as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "gamepadmonitor.h"
+#include <QtGamepad/QGamepad>
+
+#include <QDebug>
+
+GamepadMonitor::GamepadMonitor(QObject *parent)
+ : QObject(parent)
+ , m_gamepad(0)
+{
+ auto gamepads = QGamepadManager::instance()->connectedGamepads();
+ if (gamepads.isEmpty()) {
+ 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;
+}