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6 | ** This file is part of the examples of the Qt Gamepad module |
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50 | |
51 | #include "gamepadmonitor.h" |
52 | #include <QtGamepad/QGamepad> |
53 | |
54 | #include <QDebug> |
55 | #include <QLoggingCategory> |
56 | |
57 | GamepadMonitor::GamepadMonitor(QObject *parent) |
58 | : QObject(parent) |
59 | , m_gamepad(0) |
60 | { |
61 | QLoggingCategory::setFilterRules(QStringLiteral("qt.gamepad.debug=true" )); |
62 | |
63 | auto gamepads = QGamepadManager::instance()->connectedGamepads(); |
64 | if (gamepads.isEmpty()) { |
65 | qDebug() << "Did not find any connected gamepads" ; |
66 | return; |
67 | } |
68 | |
69 | m_gamepad = new QGamepad(*gamepads.begin(), this); |
70 | connect(sender: m_gamepad, signal: &QGamepad::axisLeftXChanged, context: this, slot: [](double value){ |
71 | qDebug() << "Left X" << value; |
72 | }); |
73 | connect(sender: m_gamepad, signal: &QGamepad::axisLeftYChanged, context: this, slot: [](double value){ |
74 | qDebug() << "Left Y" << value; |
75 | }); |
76 | connect(sender: m_gamepad, signal: &QGamepad::axisRightXChanged, context: this, slot: [](double value){ |
77 | qDebug() << "Right X" << value; |
78 | }); |
79 | connect(sender: m_gamepad, signal: &QGamepad::axisRightYChanged, context: this, slot: [](double value){ |
80 | qDebug() << "Right Y" << value; |
81 | }); |
82 | connect(sender: m_gamepad, signal: &QGamepad::buttonAChanged, context: this, slot: [](bool pressed){ |
83 | qDebug() << "Button A" << pressed; |
84 | }); |
85 | connect(sender: m_gamepad, signal: &QGamepad::buttonBChanged, context: this, slot: [](bool pressed){ |
86 | qDebug() << "Button B" << pressed; |
87 | }); |
88 | connect(sender: m_gamepad, signal: &QGamepad::buttonXChanged, context: this, slot: [](bool pressed){ |
89 | qDebug() << "Button X" << pressed; |
90 | }); |
91 | connect(sender: m_gamepad, signal: &QGamepad::buttonYChanged, context: this, slot: [](bool pressed){ |
92 | qDebug() << "Button Y" << pressed; |
93 | }); |
94 | connect(sender: m_gamepad, signal: &QGamepad::buttonL1Changed, context: this, slot: [](bool pressed){ |
95 | qDebug() << "Button L1" << pressed; |
96 | }); |
97 | connect(sender: m_gamepad, signal: &QGamepad::buttonR1Changed, context: this, slot: [](bool pressed){ |
98 | qDebug() << "Button R1" << pressed; |
99 | }); |
100 | connect(sender: m_gamepad, signal: &QGamepad::buttonL2Changed, context: this, slot: [](double value){ |
101 | qDebug() << "Button L2: " << value; |
102 | }); |
103 | connect(sender: m_gamepad, signal: &QGamepad::buttonR2Changed, context: this, slot: [](double value){ |
104 | qDebug() << "Button R2: " << value; |
105 | }); |
106 | connect(sender: m_gamepad, signal: &QGamepad::buttonSelectChanged, context: this, slot: [](bool pressed){ |
107 | qDebug() << "Button Select" << pressed; |
108 | }); |
109 | connect(sender: m_gamepad, signal: &QGamepad::buttonStartChanged, context: this, slot: [](bool pressed){ |
110 | qDebug() << "Button Start" << pressed; |
111 | }); |
112 | connect(sender: m_gamepad, signal: &QGamepad::buttonGuideChanged, context: this, slot: [](bool pressed){ |
113 | qDebug() << "Button Guide" << pressed; |
114 | }); |
115 | } |
116 | |
117 | GamepadMonitor::~GamepadMonitor() |
118 | { |
119 | delete m_gamepad; |
120 | } |
121 | |