///////////////////////////////////////////////////////////////////////////////////
// Copyright (C) 2023 Jon Beniston, M7RCE //
// //
// This program is free software; you can redistribute it and/or modify //
// it under the terms of the GNU General Public License as published by //
// the Free Software Foundation as version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU General Public License V3 for more details. //
// //
// You should have received a copy of the GNU General Public License //
// along with this program. If not, see . //
///////////////////////////////////////////////////////////////////////////////////
#include
#include
#include "gamepadinputcontroller.h"
#include "gamepadconfigurationdialog.h"
GamepadInputController::GamepadInputController(int deviceId) :
m_gamepad(deviceId),
m_rightX(0.0),
m_rightY(0.0),
m_leftX(0.0),
m_leftY(0.0)
{
connect(&m_gamepad, &QGamepad::axisRightXChanged, this, &GamepadInputController::axisRightXChanged);
connect(&m_gamepad, &QGamepad::axisRightYChanged, this, &GamepadInputController::axisRightYChanged);
connect(&m_gamepad, &QGamepad::axisLeftXChanged, this, &GamepadInputController::axisLeftXChanged);
connect(&m_gamepad, &QGamepad::axisLeftYChanged, this, &GamepadInputController::axisLeftYChanged);
}
double GamepadInputController::getAxisValue(int axis)
{
switch (axis)
{
case 0:
return m_rightX;
case 1:
return m_rightY;
case 2:
return m_leftX;
case 3:
return m_leftY;
}
return 0.0;
}
int GamepadInputController::getNumberOfAxes() const
{
return 4;
}
bool GamepadInputController::supportsConfiguration() const
{
// Should only return true on Linux evdev or Android
#if defined(LINUX) || defined(ANDROID)
return true;
#else
return false;
#endif
}
void GamepadInputController::configure()
{
disconnect(&m_gamepad, &QGamepad::axisRightXChanged, this, &GamepadInputController::axisRightXChanged);
disconnect(&m_gamepad, &QGamepad::axisRightYChanged, this, &GamepadInputController::axisRightYChanged);
disconnect(&m_gamepad, &QGamepad::axisLeftXChanged, this, &GamepadInputController::axisLeftXChanged);
disconnect(&m_gamepad, &QGamepad::axisLeftYChanged, this, &GamepadInputController::axisLeftYChanged);
GamepadConfigurationDialog dialog(&m_gamepad);
dialog.exec();
connect(&m_gamepad, &QGamepad::axisRightXChanged, this, &GamepadInputController::axisRightXChanged);
connect(&m_gamepad, &QGamepad::axisRightYChanged, this, &GamepadInputController::axisRightYChanged);
connect(&m_gamepad, &QGamepad::axisLeftXChanged, this, &GamepadInputController::axisLeftXChanged);
connect(&m_gamepad, &QGamepad::axisLeftYChanged, this, &GamepadInputController::axisLeftYChanged);
}
void GamepadInputController::axisRightXChanged(double value)
{
m_rightX = value;
}
void GamepadInputController::axisRightYChanged(double value)
{
m_rightY = value;
}
void GamepadInputController::axisLeftXChanged(double value)
{
m_leftX = value;
}
void GamepadInputController::axisLeftYChanged(double value)
{
m_leftY = value;
}
QStringList GamepadInputController::getAllControllers()
{
QStringList names;
QGamepadManager *gamepadManager = QGamepadManager::instance();
if (gamepadManager)
{
const QList gamepads = gamepadManager->connectedGamepads();
for (const auto gamepad : gamepads)
{
QString name;
if (gamepadManager->gamepadName(gamepad).isEmpty()) {
name = QString("Gamepad %1").arg(gamepad);
} else {
name = gamepadManager->gamepadName(gamepad);
}
qDebug() << "GamepadInputController::getAllControllers: Gamepad: " << gamepad << "name:" << gamepadManager->gamepadName(gamepad) << " connected " << gamepadManager->isGamepadConnected(gamepad);
names.append(name);
}
if (gamepads.size() == 0) {
qDebug() << "GamepadInputController::getAllControllers: No gamepads";
}
}
else
{
qDebug() << "GamepadInputController::getAllControllers: No gamepad manager";
}
return names;
}
GamepadInputController* GamepadInputController::open(const QString& name)
{
GamepadInputController *inputController = nullptr;
QGamepadManager *gamepadManager = QGamepadManager::instance();
if (gamepadManager)
{
const QList gamepads = gamepadManager->connectedGamepads();
for (const auto gamepad : gamepads)
{
QString gamepadName;
if (gamepadManager->gamepadName(gamepad).isEmpty()) {
gamepadName = QString("Gamepad %1").arg(gamepad);
} else {
gamepadName = gamepadManager->gamepadName(gamepad);
}
if (name == gamepadName)
{
inputController = new GamepadInputController(gamepad);
if (inputController)
{
qDebug() << "GamepadInputController::open: Opened gamepad " << name;
}
else
{
qDebug() << "GamepadInputController::open: Failed to open gamepad: " << gamepad;
}
}
}
}
return inputController;
}