gamepadmonitor.cpp Example File

simple/gamepadmonitor.cpp
 /****************************************************************************
 **
 ** 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
 ** 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 https://www.qt.io/terms-conditions. For further
 ** information use the contact form at https://www.qt.io/contact-us.
 **
 ** BSD License Usage
 ** Alternatively, 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>
 #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;
 }