mirror of
https://github.com/f4exb/sdrangel.git
synced 2024-11-26 17:58:43 -05:00
247 lines
8.4 KiB
C++
247 lines
8.4 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
|
|
// Copyright (C) 2023 Jon Beniston, M7RCE <jon@beniston.com> //
|
|
// //
|
|
// 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 <http://www.gnu.org/licenses/>. //
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#include <QDebug>
|
|
#include <QGamepadManager>
|
|
|
|
#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),
|
|
m_configurationDialog(nullptr)
|
|
{
|
|
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);
|
|
connect(&m_gamepad, &QGamepad::buttonAChanged, this, &GamepadInputController::buttonAChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonBChanged, this, &GamepadInputController::buttonBChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonXChanged, this, &GamepadInputController::buttonXChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonYChanged, this, &GamepadInputController::buttonYChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonUpChanged, this, &GamepadInputController::buttonUpChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonDownChanged, this, &GamepadInputController::buttonDownChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonLeftChanged, this, &GamepadInputController::buttonLeftChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonRightChanged, this, &GamepadInputController::buttonRightChanged);
|
|
connect(&m_gamepad, &QGamepad::buttonR1Changed, this, &GamepadInputController::buttonR1Changed);
|
|
connect(&m_gamepad, &QGamepad::buttonL1Changed, this, &GamepadInputController::buttonL1Changed);
|
|
connect(&m_gamepad, &QGamepad::buttonR3Changed, this, &GamepadInputController::buttonR3Changed);
|
|
connect(&m_gamepad, &QGamepad::buttonL3Changed, this, &GamepadInputController::buttonL3Changed);
|
|
}
|
|
|
|
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(InputControllerSettings *settings)
|
|
{
|
|
if (!m_configurationDialog)
|
|
{
|
|
m_configurationDialog = new GamepadConfigurationDialog(&m_gamepad, settings, supportsConfiguration());
|
|
connect(m_configurationDialog, &QDialog::finished, this, &GamepadInputController::configurationDialogClosed);
|
|
m_configurationDialog->setAttribute(Qt::WA_DeleteOnClose, true);
|
|
m_configurationDialog->setModal(false);
|
|
m_configurationDialog->show();
|
|
}
|
|
else
|
|
{
|
|
m_configurationDialog->raise();
|
|
m_configurationDialog->activateWindow();
|
|
}
|
|
}
|
|
|
|
void GamepadInputController::configurationDialogClosed()
|
|
{
|
|
m_configurationDialog = nullptr;
|
|
emit configurationComplete();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void GamepadInputController::buttonAChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_BOTTOM, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonBChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_RIGHT, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonXChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_LEFT, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonYChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_TOP, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonUpChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_UP, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonDownChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_DOWN, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonLeftChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_LEFT, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonRightChanged(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_RIGHT, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonL1Changed(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_L1, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonR1Changed(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_R1, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonL3Changed(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_L3, !value);
|
|
}
|
|
|
|
void GamepadInputController::buttonR3Changed(bool value)
|
|
{
|
|
emit buttonChanged(INPUTCONTROLLER_BUTTON_R3, !value);
|
|
}
|
|
|
|
QStringList GamepadInputController::getAllControllers()
|
|
{
|
|
QStringList names;
|
|
QGamepadManager *gamepadManager = QGamepadManager::instance();
|
|
|
|
if (gamepadManager)
|
|
{
|
|
const QList<int> 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<int> 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;
|
|
}
|