gamepadmonitor.cpp Example File

simple/gamepadmonitor.cpp

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  ** This file is part of the examples of the Qt Gamepad module
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  #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;
  }