Initial public release of Qt Gamepad module

Qt Gamepad is a Qt 5 module that adds support for using Gamepad devices
(like the XBox 360 controller) inside of Qt applications.

Change-Id: I5dff629dcfdcc5625a90274017b8e97f45e8fd30
This commit is contained in:
Andy Nichols 2015-05-11 16:36:50 +02:00
commit 298e4e678b
102 changed files with 6795 additions and 0 deletions

328
.gitignore vendored Normal file
View File

@ -0,0 +1,328 @@
# This file is used to ignore files which are generated in the Qt build system
# ----------------------------------------------------------------------------
examples/*/*/*
!examples/*/*/*[.]*
!examples/*/*/README
!examples/*/doc/*
!examples/*/doc/*/*
examples/*/*/*[.]app
!examples/declarative/*
examples/tutorials/*/*/*
!examples/tutorials/*/*/*[.]*
!examples/tutorials/*/*/README
!examples/tutorials/*
!examples/tutorials/*/*
!examples/ja_JP/*/*
demos/*/*
!demos/spectrum/*
demos/spectrum/bin
!demos/*/*[.]*
demos/*/*[.]app
!demos/declarative/*
config.tests/*/*/*
!config.tests/*/*/*[.]*
config.tests/*/*/*[.]app
callgrind.out.*
pcviewer.cfg
*~
*.a
*.la
*.core
*.d
*.dylib
*.moc
*.o
*.obj
*.orig
*.swp
*.rej
*.so
*.so.*
*.pbxuser
*.mode1
*.mode1v3
*_pch.h.cpp
*_resource.rc
.#*
*.*#
core
.qmake.cache
.qmake.vars
.device.vars
*.prl
tags
.DS_Store
*.debug
Makefile*
!qmake/Makefile.win32*
!qmake/Makefile.unix
*.prl
*.app
*.pro.user*
*.qmlproject.user*
*.gcov
*.gcda
*.gcno
bin/*.dll
bin/assistant*
bin/designer*
bin/dumpcpp*
bin/idc*
bin/jsondb*
bin/linguist*
bin/lrelease*
bin/lupdate*
bin/lconvert*
bin/moc*
bin/makeqpf*
bin/pixeltool*
bin/qmake*
bin/qdoc*
bin/qt3to4*
bin/qttracereplay*
bin/rcc*
bin/uic*
bin/patternist*
bin/phonon*
bin/qcollectiongenerator*
bin/qdbus*
bin/qhelpconverter*
bin/qhelpgenerator*
bin/qglinfo*
bin/qtconfig*
bin/xmlpatterns*
bin/cetest*
bin/collectiongenerator
bin/helpconverter
bin/helpgenerator
bin/kmap2qmap*
bin/qlalr*
bin/qmlconv*
bin/qmldebugger*
bin/qml*
bin/qttracereplay*
bin/qt.conf
bin/servicefw*
bin/sfwlisten*
configure.cache
config.status
config.summary
mkspecs/default
mkspecs/default-host
mkspecs/qconfig.pri
mkspecs/qdevice.pri
mkspecs/qfeatures.pri
moc_*.cpp
qmake/qmake.exe
qmake/Makefile.bak
qmake/qmake_pch.pch
src/corelib/global/qconfig.cpp
src/corelib/global/qconfig.h
src/corelib/global/qconfig.h.qmake
src/corelib/global/qfeatures.h
src/platformsupport/*_interface.*
src/platformsupport/*_adaptor.*
ui_*.h
tests/auto/qprocess/test*/*.exe
tests/auto/qtcpsocket/stressTest/*.exe
tests/auto/qprocess/fileWriterProcess/*.exe
tests/auto/qmake/testdata/quotedfilenames/*.exe
tests/auto/compilerwarnings/*.exe
tests/auto/qmake/testdata/quotedfilenames/test.cpp
tests/auto/qprocess/fileWriterProcess.txt
tests/auto/corelib/mimetypes/qmimedatabase/qmimedatabase-cache/mime/
tests/auto/corelib/mimetypes/qmimedatabase/qmimedatabase-xml/mime/
.com.apple.timemachine.supported
tests/auto/qlibrary/libmylib.so*
tests/auto/qresourceengine/runtime_resource.rcc
tools/activeqt/testcon/testcon.tlb
translations/*.qm
translations/*_untranslated.ts
qrc_*.cpp
# Test generated files
QObject.log
tst_*
!tst_*.*
tst_*.log
tst_*.debug
tst_*~
tests/auto/cmake/build
# xemacs temporary files
*.flc
# Vim temporary files
.*.swp
# Visual Studio generated files
*.ib_pdb_index
*.idb
*.ilk
*.pdb
*.sln
*.suo
*.vcproj
*vcproj.*.*.user
*.ncb
*.vcxproj
*.vcxproj.filters
*.vcxproj.user
*.exe.embed.manifest
*.exe_manifest.rc
*.exe_manifest.res
# MinGW generated files
*.Debug
*.Release
# WebKit temp files
src/3rdparty/webkit/WebCore/mocinclude.tmp
src/3rdparty/webkit/includes.txt
src/3rdparty/webkit/includes2.txt
# generated files in configure.exe bootstrapping
tools/configure/configure.intermediate.manifest
tools/configure/configure_pch.pch
/configure.exe
# Symlinks generated by configure
tools/qvfb/qvfbhdr.h
tools/qvfb/qlock_p.h
tools/qvfb/qlock.cpp
tools/qvfb/qwssignalhandler.cpp
tools/qvfb/qwssignalhandler_p.h
.DS_Store
.pch
.rcc
*.app
config.status
config.tests/unix/cups/cups
config.tests/unix/getaddrinfo/getaddrinfo
config.tests/unix/getifaddrs/getifaddrs
config.tests/unix/iconv/iconv
config.tests/unix/ipv6/ipv6
config.tests/unix/ipv6ifname/ipv6ifname
config.tests/unix/largefile/largefile
config.tests/unix/nis/nis
config.tests/unix/odbc/odbc
config.tests/unix/openssl/openssl
config.tests/unix/stl/stl
config.tests/unix/zlib/zlib
config.tests/unix/3dnow/3dnow
config.tests/unix/mmx/mmx
config.tests/unix/sse/sse
config.tests/unix/sse2/sse2
# Directories to ignore
# ---------------------
debug
examples/tools/plugandpaint/plugins
include/*
include/*/*
lib/*
imports/*
!lib/fonts
!lib/README
plugins/*/*
release
tmp
doc-build
doc/html/*
doc/qt*/*
doc/qch
doc-build
.rcc
.pch
.metadata
tmp-debug
tmp-debug-shared
tmp-release
tmp-release-shared
qtc-debugging-helper
qtc-qmldump
qtc-qmldbg
src/corelib/lib
src/network/lib
src/xml/lib/
.pc/
# INTEGRITY generated files
*.gpj
*.int
*.ael
*.dla
*.dnm
*.dep
*.map
work
#generated module def and version header files
mkspecs/modules/qt_*.pri
mkspecs/modules-inst/
mkspecs/qmodule.pri
#unit tests libs/plugins
tests/auto/corelib/plugin/qlibrary/libmylib.so2
tests/auto/corelib/plugin/qlibrary/mylib.dl2
#unit tests executables (other than those named tst_*)
tests/auto/testlib/selftests/assert/assert
tests/auto/testlib/selftests/badxml/badxml
tests/auto/testlib/selftests/benchlibcallgrind/benchlibcallgrind
tests/auto/testlib/selftests/benchlibeventcounter/benchlibeventcounter
tests/auto/testlib/selftests/benchliboptions/benchliboptions
tests/auto/testlib/selftests/benchlibtickcounter/benchlibtickcounter
tests/auto/testlib/selftests/benchlibwalltime/benchlibwalltime
tests/auto/testlib/selftests/cmptest/cmptest
tests/auto/testlib/selftests/commandlinedata/commandlinedata
tests/auto/testlib/selftests/crashes/crashes
tests/auto/testlib/selftests/datatable/datatable
tests/auto/testlib/selftests/datetime/datetime
tests/auto/testlib/selftests/differentexec/differentexec
tests/auto/testlib/selftests/exceptionthrow/exceptionthrow
tests/auto/testlib/selftests/expectfail/expectfail
tests/auto/testlib/selftests/failinit/failinit
tests/auto/testlib/selftests/failinitdata/failinitdata
tests/auto/testlib/selftests/fetchbogus/fetchbogus
tests/auto/testlib/selftests/float/float
tests/auto/testlib/selftests/globaldata/globaldata
tests/auto/testlib/selftests/longstring/longstring
tests/auto/testlib/selftests/maxwarnings/maxwarnings
tests/auto/testlib/selftests/multiexec/multiexec
tests/auto/testlib/selftests/qexecstringlist/qexecstringlist
tests/auto/testlib/selftests/singleskip/singleskip
tests/auto/testlib/selftests/skip/skip
tests/auto/testlib/selftests/skipglobal/skipglobal
tests/auto/testlib/selftests/skipinit/skipinit
tests/auto/testlib/selftests/skipinitdata/skipinitdata
tests/auto/testlib/selftests/sleep/sleep
tests/auto/testlib/selftests/strcmp/strcmp
tests/auto/testlib/selftests/subtest/subtest
tests/auto/testlib/selftests/waitwithoutgui/waitwithoutgui
tests/auto/testlib/selftests/warnings/warnings
tests/auto/testlib/selftests/xunit/xunit
tests/auto/corelib/thread/qthreadstorage/crashOnExit
tests/auto/corelib/io/qresourceengine/qresourceengine
tests/auto/corelib/codecs/qtextcodec/echo/echo
tests/auto/corelib/plugin/quuid/testProcessUniqueness/testProcessUniqueness
tests/auto/corelib/io/qlockfile/qlockfiletesthelper/qlockfile_test_helper
tests/auto/corelib/tools/qcommandlineparser/testhelper/qcommandlineparser_test_helper
tests/auto/dbus/qdbusabstractadaptor/qmyserver/qmyserver
tests/auto/dbus/qdbusabstractinterface/qpinger/qpinger
tests/auto/dbus/qdbusabstractinterface/test/pinger_interface.*
tests/auto/dbus/qdbusinterface/qmyserver/qmyserver
tests/auto/gui/kernel/qfileopenevent/qfileopeneventexternal/qfileopeneventexternal
tests/auto/network/bearer/qnetworksession/lackey/lackey
tests/auto/widgets/kernel/qapplication/modal/modal
# Generated static plugin import sources
*_plugin_import.cpp

3
.qmake.conf Normal file
View File

@ -0,0 +1,3 @@
load(qt_build_config)
MODULE_VERSION = 5.5.0

674
LICENSE.GPL Normal file
View File

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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, either 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 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/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

173
LICENSE.LGPLv3 Normal file
View File

@ -0,0 +1,173 @@
GNU LESSER GENERAL PUBLIC LICENSE
The Qt Toolkit is Copyright (C) 2015 The Qt Company Ltd.
Contact: http://www.qt.io/licensing/
You may use, distribute and copy the Qt GUI Toolkit under the terms of
GNU Lesser General Public License version 3, which is displayed below.
-------------------------------------------------------------------------
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright © 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies of this
licensedocument, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, “this License” refers to version 3 of the GNU Lesser
General Public License, and the “GNU GPL” refers to version 3 of the
GNU General Public License.
“The Library” refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An “Application” is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A “Combined Work” is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the “Linked
Version”.
The “Minimal Corresponding Source” for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The “Corresponding Application Code” for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
without being bound by section 3 of the GNU GPL.
2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
facility refers to a function or data to be supplied by an Application
that uses the facility (other than as an argument passed when the
facility is invoked), then you may convey a copy of the modified
version:
a) under this License, provided that you make a good faith effort
to ensure that, in the event an Application does not supply the
function or data, the facility still operates, and performs
whatever part of its purpose remains meaningful, or
b) under the GNU GPL, with none of the additional permissions of
this License applicable to that copy.
3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
a header file that is part of the Library. You may convey such object
code under terms of your choice, provided that, if the incorporated
material is not limited to numerical parameters, data structure
layouts and accessors, or small macros, inline functions and templates
(ten or fewer lines in length), you do both of the following:
a) Give prominent notice with each copy of the object code that
the Library is used in it and that the Library and its use are
covered by this License.
b) Accompany the object code with a copy of the GNU GPL and this
license document.
4. Combined Works.
You may convey a Combined Work under terms of your choice that, taken
together, effectively do not restrict modification of the portions of
the Library contained in the Combined Work and reverse engineering for
debugging such modifications, if you also do each of the following:
a) Give prominent notice with each copy of the Combined Work that
the Library is used in it and that the Library and its use are
covered by this License.
b) Accompany the Combined Work with a copy of the GNU GPL and this
license document.
c) For a Combined Work that displays copyright notices during
execution, include the copyright notice for the Library among
these notices, as well as a reference directing the user to the
copies of the GNU GPL and this license document.
d) Do one of the following:
0) Convey the Minimal Corresponding Source under the terms of
this License, and the Corresponding Application Code in a form
suitable for, and under terms that permit, the user to
recombine or relink the Application with a modified version of
the Linked Version to produce a modified Combined Work, in the
manner specified by section 6 of the GNU GPL for conveying
Corresponding Source.
1) Use a suitable shared library mechanism for linking with
the Library. A suitable mechanism is one that (a) uses at run
time a copy of the Library already present on the user's
computer system, and (b) will operate properly with a modified
version of the Library that is interface-compatible with the
Linked Version.
e) Provide Installation Information, but only if you would
otherwise be required to provide such information under section 6
of the GNU GPL, and only to the extent that such information is
necessary to install and execute a modified version of the
Combined Work produced by recombining or relinking the Application
with a modified version of the Linked Version. (If you use option
4d0, the Installation Information must accompany the Minimal
Corresponding Source and Corresponding Application Code. If you
use option 4d1, you must provide the Installation Information in
the manner specified by section 6 of the GNU GPL for conveying
Corresponding Source.)
5. Combined Libraries.
You may place library facilities that are a work based on the Library
side by side in a single library together with other library
facilities that are not Applications and are not covered by this
License, and convey such a combined library under terms of your
choice, if you do both of the following:
a) Accompany the combined library with a copy of the same work
based on the Library, uncombined with any other library
facilities, conveyed under the terms of this License.
b) Give prominent notice with the combined library that part of
it is a work based on the Library, and explaining where to find
the accompanying uncombined form of the same work.
6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions
of the GNU Lesser General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library
as you received it specifies that a certain numbered version of the
GNU Lesser General Public License “or any later version” applies to
it, you have the option of following the terms and conditions either
of that published version or of any later version published by the
Free Software Foundation. If the Library as you received it does not
specify a version number of the GNU Lesser General Public License,
you may choose any version of the GNU Lesser General Public License
ever published by the Free Software Foundation.
If the Library as you received it specifies that a proxy can decide
whether future versions of the GNU Lesser General Public License shall
apply, that proxy's public statement of acceptance of any version is
permanent authorization for you to choose that version for the Library.

10
README.md Normal file
View File

@ -0,0 +1,10 @@
Qt Gamepad
A Qt 5 module that adds support for getting events from gamepad devices on multiple platforms.
Currently supports Linux (evdev), Windows (xinput) and OS X (via SDL2).
This module provides classes that can:
- Read input events from game controllers (Button and Axis events), both from C++ and Qt Quick (QML)
- Provide a queryable input state (by processing events)
- Provide key bindings

View File

@ -0,0 +1,9 @@
#include <SDL.h>
#include <SDL_gamecontroller.h>
int main(int argc, char** argv)
{
SDL_Init(SDL_INIT_GAMECONTROLLER);
SDL_Quit();
return 0;
}

15
config.tests/sdl/sdl.pro Normal file
View File

@ -0,0 +1,15 @@
SOURCES += main.cpp
QT =
CONFIG -= qt
osx:{
INCLUDEPATH += /Library/Frameworks/SDL2.framework/Headers
LIBS += -F/Library/Frameworks/ -framework SDL2
}
unix:!osx{
CONFIG += link_pkgconfig
PKGCONFIG += sdl2
}
win32: LIBS += -lSDL2 -lSDL2main

9
examples/examples.pro Normal file
View File

@ -0,0 +1,9 @@
TEMPLATE = subdirs
SUBDIRS += simple \
mouseItem
qtHaveModule(quick) {
SUBDIRS += quickGamepad \
keyNavigation
}

View File

@ -0,0 +1,23 @@
android-no-sdk {
target.path = /data/user/qt
export(target.path)
INSTALLS += target
} else:android {
x86 {
target.path = /libs/x86
} else: armeabi-v7a {
target.path = /libs/armeabi-v7a
} else {
target.path = /libs/armeabi
}
export(target.path)
INSTALLS += target
} else:unix {
isEmpty(target.path) {
target.path = /opt/$${TARGET}/bin
export(target.path)
}
INSTALLS += target
}
export(INSTALLS)

View File

@ -0,0 +1,13 @@
TEMPLATE = app
QT += qml quick widgets
SOURCES += main.cpp
RESOURCES += qml.qrc
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
# Default rules for deployment.
include(deployment.pri)

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

View File

@ -0,0 +1,52 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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 <QApplication>
#include <QQmlApplicationEngine>
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QQmlApplicationEngine engine;
engine.load(QUrl(QStringLiteral("qrc:///qml/main.qml")));
return app.exec();
}

View File

@ -0,0 +1,5 @@
<RCC>
<qresource prefix="/">
<file>qml/main.qml</file>
</qresource>
</RCC>

View File

@ -0,0 +1,107 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.2
import QtQuick.Controls 1.1
import QtGamepad 1.0
ApplicationWindow {
visible: true
width: 640
height: 480
title: qsTr("Gamepad Key Navigation")
Gamepad {
id: gamepad1
index: 0
}
GamepadKeyNavigation {
id: gamepadKeyNavigation
gamepad: gamepad1
active: true
buttonYKey: Qt.Key_Y
}
Text {
text: qsTr("Test key events from Gamepad")
anchors.centerIn: parent
focus: true
Keys.onPressed: {
if (event.key === Qt.Key_Up) {
text = "Key Up Pressed";
} else if (event.key === Qt.Key_Down) {
text = "Key Down Pressed";
} else if (event.key === Qt.Key_Right) {
text = "Key Right Pressed";
} else if (event.key === Qt.Key_Left) {
text = "Key Left Pressed";
} else if (event.key === Qt.Key_Return) {
text = "Key Return Pressed";
} else if (event.key === Qt.Key_Back) {
text = "Key Back Pressed";
} else if (event.key === Qt.Key_Forward) {
text = "Key Forward Pressed";
} else if (event.key === Qt.Key_Y) {
text = "Key Y Pressed";
}
}
Keys.onReleased: {
if (event.key === Qt.Key_Up) {
text = "Key Up Released";
} else if (event.key === Qt.Key_Down) {
text = "Key Down Released";
} else if (event.key === Qt.Key_Right) {
text = "Key Right Released";
} else if (event.key === Qt.Key_Left) {
text = "Key Left Released";
} else if (event.key === Qt.Key_Return) {
text = "Key Return Released";
} else if (event.key === Qt.Key_Back) {
text = "Key Back Released";
} else if (event.key === Qt.Key_Forward) {
text = "Key Forward Released";
} else if (event.key === Qt.Key_Y) {
text = "Key Y Released";
}
}
}
}

View File

@ -0,0 +1,23 @@
android-no-sdk {
target.path = /data/user/qt
export(target.path)
INSTALLS += target
} else:android {
x86 {
target.path = /libs/x86
} else: armeabi-v7a {
target.path = /libs/armeabi-v7a
} else {
target.path = /libs/armeabi
}
export(target.path)
INSTALLS += target
} else:unix {
isEmpty(target.path) {
target.path = /opt/$${TARGET}/bin
export(target.path)
}
INSTALLS += target
}
export(INSTALLS)

View File

@ -0,0 +1,53 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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 <QApplication>
#include <QQmlApplicationEngine>
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QQmlApplicationEngine engine;
engine.load(QUrl(QStringLiteral("qrc:///qml/main.qml")));
return app.exec();
}

View File

@ -0,0 +1,13 @@
TEMPLATE = app
QT += qml quick widgets
SOURCES += main.cpp
RESOURCES += qml.qrc
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
# Default rules for deployment.
include(deployment.pri)

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

View File

@ -0,0 +1,5 @@
<RCC>
<qresource prefix="/">
<file>qml/main.qml</file>
</qresource>
</RCC>

View File

@ -0,0 +1,88 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.2
import QtQuick.Controls 1.1
import QtGamepad 1.0
ApplicationWindow {
visible: true
width: 640
height: 480
title: qsTr("Hello World")
Gamepad {
id: gamepad1
index: 0
onButtonAChanged: {
if (value == true) {
gamepadMouse.mouseButtonPressed(Qt.LeftButton);
console.log("fake clicked qt: " + gamepadMouse.mousePosition.x + "," + gamepadMouse.mousePosition.y);
} else {
gamepadMouse.mouseButtonReleased(Qt.LeftButton);
}
}
}
GamepadMouseItem {
id: gamepadMouse
anchors.fill: parent
gamepad: gamepad1
active: true
Rectangle {
id: cursor
width: 4
height: 4
x: gamepadMouse.mousePosition.x
y: gamepadMouse.mousePosition.y
color: "red"
}
}
MouseArea {
anchors.fill: parent
onClicked: {
console.log("clicked qt: " + mouse.x + "," + mouse.y);
}
}
}

View File

@ -0,0 +1,23 @@
android-no-sdk {
target.path = /data/user/qt
export(target.path)
INSTALLS += target
} else:android {
x86 {
target.path = /libs/x86
} else: armeabi-v7a {
target.path = /libs/armeabi-v7a
} else {
target.path = /libs/armeabi
}
export(target.path)
INSTALLS += target
} else:unix {
isEmpty(target.path) {
target.path = /opt/$${TARGET}/bin
export(target.path)
}
INSTALLS += target
}
export(INSTALLS)

View File

@ -0,0 +1,52 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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 <QApplication>
#include <QQmlApplicationEngine>
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QQmlApplicationEngine engine;
engine.load(QUrl(QStringLiteral("qrc:///qml/main.qml")));
return app.exec();
}

View File

@ -0,0 +1,24 @@
<RCC>
<qresource prefix="/">
<file>qml/main.qml</file>
<file>qml/JoystickViewer.qml</file>
<file>qml/xboxControllerButtonA.png</file>
<file>qml/xboxControllerButtonB.png</file>
<file>qml/xboxControllerButtonX.png</file>
<file>qml/xboxControllerButtonY.png</file>
<file>qml/ButtonImage.qml</file>
<file>qml/xboxControllerBack.png</file>
<file>qml/xboxControllerButtonGuide.png</file>
<file>qml/xboxControllerDPad.png</file>
<file>qml/xboxControllerLeftShoulder.png</file>
<file>qml/xboxControllerLeftThumbstick.png</file>
<file>qml/xboxControllerLeftTrigger.png</file>
<file>qml/xboxControllerRightShoulder.png</file>
<file>qml/xboxControllerRightThumbstick.png</file>
<file>qml/xboxControllerRightTrigger.png</file>
<file>qml/xboxControllerStart.png</file>
<file>qml/LeftThumbstick.qml</file>
<file>qml/RightThumbstick.qml</file>
<file>qml/DPad.qml</file>
</qresource>
</RCC>

View File

@ -0,0 +1,72 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
import QtGraphicalEffects 1.0
Item {
width: buttonImage.sourceSize.width
height: buttonImage.sourceSize.height
property alias source: buttonImage.source
property bool active: false
Image {
id: buttonImage
smooth: true
// visible: !active
}
Rectangle {
anchors.fill: buttonImage
color: "#14abff"
opacity: 0.6
radius: 8
visible: active
}
// BrightnessContrast {
// anchors.fill: buttonImage
// source: buttonImage
// brightness: 0.5
// contrast: 0.5
// visible: active
// }
}

View File

@ -0,0 +1,101 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
import QtGamepad 1.0
import QtGraphicalEffects 1.0
Item {
property Gamepad gamepad
width: dpadImage.sourceSize.width
height: dpadImage.sourceSize.height
Image {
id: dpadImage
anchors.fill: parent
source: "xboxControllerDPad.png"
}
Rectangle {
id: upArea
visible: gamepad.buttonUp
color: "#3814abff"
radius: 5
anchors.top: parent.top
anchors.horizontalCenter: parent.horizontalCenter
width: parent.width * 0.3
height: parent.height * 0.3
anchors.topMargin: parent.height * 0.05
}
Rectangle {
id: downArea
visible: gamepad.buttonDown
color: "#3814abff"
radius: 5
width: parent.width * 0.3
height: parent.height * 0.3
anchors.bottom: parent.bottom
anchors.bottomMargin: parent.height * 0.05
anchors.horizontalCenter: parent.horizontalCenter
}
Rectangle {
id: leftArea
visible: gamepad.buttonLeft
color: "#3814abff"
radius: 5
width: parent.width * 0.3
height: parent.height * 0.3
anchors.left: parent.left
anchors.leftMargin: parent.width * 0.05
anchors.verticalCenter: parent.verticalCenter
}
Rectangle {
id: rightArea
visible: gamepad.buttonRight
color: "#3814abff"
radius: 5
width: parent.width * 0.3
height: parent.height * 0.3
anchors.right: parent.right
anchors.rightMargin: parent.width * 0.05
anchors.verticalCenter: parent.verticalCenter
}
}

View File

@ -0,0 +1,74 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
Item {
width: 100
height: 100
property real xAxisValue: 0
property real yAxisValue: 0
onXAxisValueChanged: {
joystickCanvas.requestPaint();
}
onYAxisValueChanged: {
joystickCanvas.requestPaint()
}
Canvas {
id: joystickCanvas
anchors.fill: parent
onPaint: {
var context = joystickCanvas.getContext("2d")
context.clearRect(0, 0, width, height);
var targetX = (xAxisValue + 1) / 2 * width;
var targetY = (yAxisValue + 1) / 2 * height;
context.fillStyle = "red";
context.beginPath();
context.arc(targetX, targetY, 5, 0, 2 * Math.PI, false);
context.closePath();
context.fill();
}
}
}

View File

@ -0,0 +1,62 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
import QtGamepad 1.0
ButtonImage {
property Gamepad gamepad
id: leftStickButton
source: "xboxControllerLeftThumbstick.png"
active: gamepad.buttonL3
JoystickViewer {
id: leftJoystick
anchors.top: parent.top
anchors.left: parent.left
anchors.margins: parent.width * (3 / 153)
width: parent.width * (140 / 153)
xAxisValue: gamepad.axisLeftX
yAxisValue: gamepad.axisLeftY
height: width
}
}

View File

@ -0,0 +1,63 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.0
import QtGamepad 1.0
ButtonImage {
property Gamepad gamepad
id: rightStickButton
source: "xboxControllerRightThumbstick.png"
active: gamepad.buttonR3
JoystickViewer {
id: rightJoystick
anchors.top: parent.top
anchors.right: parent.right
anchors.margins: parent.width * (3 / 153)
width: parent.width * (140 / 153)
xAxisValue: gamepad.axisRightX
yAxisValue: gamepad.axisRightY
height: width
}
}

View File

@ -0,0 +1,235 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.2
import QtQuick.Controls 1.1
import QtGamepad 1.0
ApplicationWindow {
id: applicationWindow1
visible: true
width: 800
height: 600
title: qsTr("QtGamepad Example")
Rectangle {
id: background
color: "#363330"
anchors.fill: parent
Item {
id: buttonL2Item
height: leftTrigger.height
width: leftTrigger.width + buttonL2Value.width
anchors.left: parent.left
anchors.leftMargin: 8
anchors.top: parent.top
anchors.topMargin: 8
ButtonImage {
id: leftTrigger
anchors.top: parent.top
anchors.left: parent.left
anchors.bottom: parent.bottom
source: "xboxControllerLeftTrigger.png"
active: gamepad.buttonL2 != 0
}
ProgressBar {
id: buttonL2Value
anchors.top: parent.top
anchors.bottom: parent.bottom
anchors.left: leftTrigger.right
orientation: 0
value: gamepad.buttonL2
}
}
ButtonImage {
id: buttonL1
anchors.left: buttonL2Item.left
anchors.top: buttonL2Item.bottom
anchors.topMargin: 8
source: "xboxControllerLeftShoulder.png"
active: gamepad.buttonL1
}
Item {
id: buttonR2Item
height: rightTrigger.height
width: rightTrigger.width + buttonR2Value.width
anchors.right: parent.right
anchors.rightMargin: 8
anchors.top: parent.top
anchors.topMargin: 8
ButtonImage {
id: rightTrigger
anchors.top: parent.top
anchors.right: parent.right
anchors.bottom: parent.bottom
source: "xboxControllerRightTrigger.png"
active: gamepad.buttonR2 != 0
}
ProgressBar {
id: buttonR2Value
anchors.top: parent.top
anchors.bottom: parent.bottom
anchors.right: rightTrigger.left
orientation: 0
value: gamepad.buttonR2
}
}
ButtonImage {
id: buttonR1
anchors.right: buttonR2Item.right
anchors.top: buttonR2Item.bottom
anchors.topMargin: 8
source: "xboxControllerRightShoulder.png"
active: gamepad.buttonR1
}
Item {
id: centerButtons
anchors.horizontalCenter: parent.horizontalCenter
anchors.top: parent.top
anchors.topMargin: 8
height: guideButton.height
width: guideButton.width + 16 + backButton.width + startButton.width
ButtonImage {
id: backButton
anchors.verticalCenter: parent.verticalCenter
anchors.right: guideButton.left
anchors.rightMargin: 8
source: "xboxControllerBack.png"
active: gamepad.buttonSelect
}
ButtonImage {
id: guideButton
anchors.centerIn: parent
source: "xboxControllerButtonGuide.png"
active: gamepad.buttonGuide
}
ButtonImage {
anchors.verticalCenter: parent.verticalCenter
anchors.left: guideButton.right
anchors.leftMargin: 8
id: startButton
source: "xboxControllerStart.png"
active: gamepad.buttonStart
}
}
DPad {
id: dPad
gamepad: gamepad
anchors.left: parent.left
anchors.bottom: parent.bottom
anchors.margins: 8
}
Row {
anchors.horizontalCenter: parent.horizontalCenter
anchors.bottom: parent.bottom
anchors.margins: 8
spacing: 16
LeftThumbstick {
id: leftThumbstick
gamepad: gamepad
}
RightThumbstick {
id: rightThumbstick
gamepad: gamepad
}
}
Item {
width: 200
height: 200
anchors.right: parent.right
anchors.rightMargin: 8
anchors.bottom: parent.bottom
anchors.bottomMargin: 8
ButtonImage {
id: buttonA
anchors.bottom: parent.bottom
anchors.horizontalCenter: parent.horizontalCenter
source: "xboxControllerButtonA.png";
active: gamepad.buttonA
}
ButtonImage {
id: buttonB
anchors.right: parent.right
anchors.verticalCenter: parent.verticalCenter
source: "xboxControllerButtonB.png";
active: gamepad.buttonB
}
ButtonImage {
id: buttonX
anchors.left: parent.left
anchors.verticalCenter: parent.verticalCenter
source: "xboxControllerButtonX.png";
active: gamepad.buttonX
}
ButtonImage {
id: buttonY
anchors.top: parent.top
anchors.horizontalCenter: parent.horizontalCenter
source: "xboxControllerButtonY.png";
active: gamepad.buttonY
}
}
}
Gamepad {
id: gamepad
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 13 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 36 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 32 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 11 KiB

View File

@ -0,0 +1,13 @@
TEMPLATE = app
QT += qml quick widgets
SOURCES += main.cpp
RESOURCES += qml.qrc
# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =
# Default rules for deployment.
include(deployment.pri)

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.8 KiB

View File

@ -0,0 +1,68 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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>
GamepadMonitor::GamepadMonitor(QObject *parent)
: QObject(parent)
, m_gamepad(0)
{
m_gamepad = new QGamepad(0, this);
connect(m_gamepad, SIGNAL(buttonL2Changed(double)), this, SLOT(printStatusL2()));
connect(m_gamepad, SIGNAL(buttonR2Changed(double)), this, SLOT(printStatusR2()));
}
GamepadMonitor::~GamepadMonitor()
{
delete m_gamepad;
}
void GamepadMonitor::printStatusL2()
{
qDebug() << "L2: " << m_gamepad->buttonL2();
}
void GamepadMonitor::printStatusR2()
{
qDebug() << "R2: " << m_gamepad->buttonR2();
}

View File

@ -0,0 +1,64 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef GAMEPADMONITOR_H
#define GAMEPADMONITOR_H
#include <QtCore/QObject>
#include <QtCore/QTimer>
class QGamepad;
class GamepadMonitor : public QObject
{
Q_OBJECT
public:
explicit GamepadMonitor(QObject *parent = 0);
~GamepadMonitor();
public slots:
void printStatusL2();
void printStatusR2();
private:
QGamepad *m_gamepad;
};
#endif // GAMEPADMONITOR_H

51
examples/simple/main.cpp Normal file
View File

@ -0,0 +1,51 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:BSD$
** 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 <QtCore/QCoreApplication>
#include "gamepadmonitor.h"
int main(int argc, char **argv)
{
QCoreApplication application(argc, argv);
GamepadMonitor monitor;
return application.exec();
}

View File

@ -0,0 +1,7 @@
QT += gamepad
SOURCES = main.cpp \
gamepadmonitor.cpp
HEADERS += \
gamepadmonitor.h

5
qtgamepad.pro Normal file
View File

@ -0,0 +1,5 @@
load(configure)
qtCompileTest(sdl)
load(qt_parts)

View File

@ -0,0 +1,65 @@
include($QT_INSTALL_DOCS/global/macros.qdocconf)
include($QT_INSTALL_DOCS/global/qt-cpp-defines.qdocconf)
include($QT_INSTALL_DOCS/global/compat.qdocconf)
include($QT_INSTALL_DOCS/global/fileextensions.qdocconf)
include($QT_INSTALL_DOCS/global/qt-html-templates-offline.qdocconf)
project = QtGamepad
description = Qt Gamepad Reference Documentation
url = http://doc.qt.digia.com/QtGamepad/
version = 1.0
qhp.projects = QtGamepad
qhp.QtGamepad.file = qtgamepad.qhp
qhp.QtGamepad.namespace = com.digia.qtgamepad.1.0
qhp.QtGamepad.virtualFolder = qtgamepad
qhp.QtGamepad.indexTitle = Qt Gamepad
qhp.QtGamepad.indexRoot =
qhp.QtGamepad.filterAttributes = qtgamepad 1.0 qtrefdoc
qhp.QtGamepad.customFilters.Qt.name = QtGamepad 1.0
qhp.QtGamepad.customFilters.Qt.filterAttributes = qtgamepad 1.0
qhp.QtGamepad.subprojects = qmltypes classes examples
qhp.QtGamepad.subprojects.qmltypes.title = QML Types
qhp.QtGamepad.subprojects.qmltypes.indexTitle = Qt Gamepad QML Types
qhp.QtGamepad.subprojects.qmltypes.selectors = fake:qmlclass
qhp.QtGamepad.subprojects.qmltypes.sortPages = true
qhp.QtGamepad.subprojects.classes.title = C++ Classes
qhp.QtGamepad.subprojects.classes.indexTitle = Qt Gamepad C++ Classes
qhp.QtGamepad.subprojects.classes.selectors = class fake:headerfile
qhp.QtGamepad.subprojects.classes.sortPages = true
qhp.QtGamepad.subprojects.examples.title = Examples
qhp.QtGamepad.subprojects.examples.indexTitle = Qt Gamepad Examples
qhp.QtGamepad.subprojects.examples.selectors = fake:example
HTML.footer = \
"<div class=\"footer\">\n" \
" <p>\n" \
" <acronym title=\"Copyright\">&copy;</acronym> 2014 Digia. Qt and Qt logos are\n" \
" trademarks of of Digia Corporation in Finland and/or other countries worldwide.\n" \
" </p>\n" \
" All other trademarks are property of their respective owners.\n" \
" <br />\n" \
" <p>\n" \
" Licensees holding valid Qt Enterprise licenses may use this document in accordance\n" \
" with the Qt Enterprise License Agreement provided with the Software or,\n" \
" alternatively, in accordance with the terms contained in a written agreement\n" \
" between you and Digia.\n" \
" </p>\n" \
"</div>\n"
indexes += $QT_INSTALL_DOCS/qtqml/qtqml.index \
$QT_INSTALL_DOCS/qtquick/qtquick.index \
$QT_INSTALL_DOCS/qtdoc/qtdoc.index \
$QT_INSTALL_DOCS/qtquickcontrols/qtquickcontrols.index
headerdirs += ../
sourcedirs += ../
exampledirs += ../../../examples/
imagedirs += images
navigation.landingpage = "Qt Gamepad"
navigation.qmltypespage = "Qt Gamepad QML Types"
navigation.cppclassespage = "Qt Gamepad C++ Classes"
buildversion = "Qt Gamepad 1.0"

View File

@ -0,0 +1,42 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc
** All rights reserved.
** For any questions to Digia, please use contact form at http://qt.digia.com
**
** This file is part of the Qt Gamepad Add-on.
**
** $QT_BEGIN_LICENSE$
** Licensees holding valid Qt Commercial licenses may use this file in
** accordance with the Qt Commercial License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.
**
** If you have questions regarding the use of this file, please use
** contact form at http://qt.digia.com
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\module QtGamepad
\title Qt Gamepad C++ Classes
\ingroup modules
\brief Provides C++ classes for using Gamepad hardware.
To include the definitions of the module's classes, use the following directive:
\code
#include <QtGamepad>
\endcode
To link against the module, add this line to your \l qmake \c .pro file:
\code
QT += gamepad
\endcode
For more information about using these classes in your application,
see the \l{Qt Gamepad} documentation.
*/

View File

@ -0,0 +1,29 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc
** All rights reserved.
** For any questions to Digia, please use contact form at http://qt.digia.com
**
** This file is part of the Qt Gamepad Add-on.
**
** $QT_BEGIN_LICENSE$
** Licensees holding valid Qt Commercial licenses may use this file in
** accordance with the Qt Commercial License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.
**
** If you have questions regarding the use of this file, please use
** contact form at http://qt.digia.com
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\group qtgamepad-examples
\title Qt Gamepad Examples
\brief Examples for the Qt Gamepad module
These are the Qt Gamepad examples.
*/

View File

@ -0,0 +1,36 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc
** All rights reserved.
** For any questions to Digia, please use contact form at http://qt.digia.com
**
** This file is part of the Qt Gamepad Add-on.
**
** $QT_BEGIN_LICENSE$
** Licensees holding valid Qt Commercial licenses may use this file in
** accordance with the Qt Commercial License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.
**
** If you have questions regarding the use of this file, please use
** contact form at http://qt.digia.com
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\page index.html
\title Qt Gamepad
\brief A cross-platform library to facilitate the use of gamepad hardware in Qt and Qt Quick applications
Qt Gamepad is an add-on library that enables Qt applications to support
the use of gamepad hardware.
\section1 API Reference
\list
\li \l{Qt Gamepad QML Types}
\li \l{Qt Gamepad C++ Classes}
\endlist
*/

View File

@ -0,0 +1,45 @@
/****************************************************************************
**
** Copyright (C) 2014 Digia Plc
** All rights reserved.
** For any questions to Digia, please use contact form at http://qt.digia.com
**
** This file is part of the Qt Gamepad Add-on.
**
** $QT_BEGIN_LICENSE$
** Licensees holding valid Qt Commercial licenses may use this file in
** accordance with the Qt Commercial License Agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.
**
** If you have questions regarding the use of this file, please use
** contact form at http://qt.digia.com
** $QT_END_LICENSE$
**
****************************************************************************/
/*!
\qmlmodule QtGamepad 1.0
\title Qt Gamepad QML Types
\ingroup qmlmodules
\brief Provides QML types for using gamepad hardware.
The Qt Gamepad module provides QML types that can be used to access the
state of gamepad hardware that may be available on a system.
The QML types can be imported into your application using the following
import statement:
\code
import QtGamepad 1.0
\endcode
To link against the module, add this line to your \l qmake \c .pro file:
\code
QT += gamepad
\endcode
For more information about using these types in your application,
see the \l{Qt Gamepad} documentation.
*/

27
src/gamepad/gamepad.pro Normal file
View File

@ -0,0 +1,27 @@
TARGET = QtGamepad
QT = core-private core gui
MODULE_PLUGIN_TYPES = gamepads
load(qt_module)
DEFINES += QT_BUILD_GAMEPAD_LIB
QMAKE_DOCS = $$PWD/doc/qtgamepad.qdocconf
HEADERS += \
qtgamepadglobal.h \
qgamepadmanager.h \
qgamepad.h \
qgamepadbackend_p.h \
qgamepadbackendfactory_p.h \
qgamepadkeynavigation.h \
qgamepadbackendplugin_p.h
SOURCES += \
qgamepadmanager.cpp \
qgamepad.cpp \
qgamepadbackend.cpp \
qgamepadbackendfactory.cpp \
qgamepadkeynavigation.cpp \
qgamepadbackendplugin.cpp

600
src/gamepad/qgamepad.cpp Normal file
View File

@ -0,0 +1,600 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qgamepad.h"
QT_BEGIN_NAMESPACE
/*!
\class QGamepad
\inmodule QtGamepad
\brief A gamepad device connected to a system
QGamepad is used to access the current state of gamepad hardware connected
to a system.
*/
/*!
* \brief Constructs a QGamepad for device at \a index.
* \param index is the number of the gamepad you wish to see the state of
* \param parent
*/
QGamepad::QGamepad(int index, QObject *parent)
: QObject(parent)
, m_index(index)
, m_connected(false)
, m_axisLeftX(0.0)
, m_axisLeftY(0.0)
, m_axisRightX(0.0)
, m_axisRightY(0.0)
, m_buttonA(false)
, m_buttonB(false)
, m_buttonX(false)
, m_buttonY(false)
, m_buttonL1(false)
, m_buttonR1(false)
, m_buttonL2(0.0)
, m_buttonR2(0.0)
, m_buttonSelect(false)
, m_buttonStart(false)
, m_buttonL3(false)
, m_buttonR3(false)
, m_buttonUp(false)
, m_buttonDown(false)
, m_buttonLeft(false)
, m_buttonRight(false)
, m_buttonGuide(false)
{
m_gamepadManager = QGamepadManager::instance();
connect(m_gamepadManager, SIGNAL(gamepadConnected(int)), this, SLOT(handleGamepadConnected(int)));
connect(m_gamepadManager, SIGNAL(gamepadDisconnected(int)), this, SLOT(handleGamepadDisconnected(int)));
connect(m_gamepadManager, SIGNAL(gamepadAxisEvent(int,QGamepadManager::GamepadAxis,double)), this, SLOT(handleGamepadAxisEvent(int,QGamepadManager::GamepadAxis,double)));
connect(m_gamepadManager, SIGNAL(gamepadButtonPressEvent(int,QGamepadManager::GamepadButton,double)), this, SLOT(handleGamepadButtonPressEvent(int,QGamepadManager::GamepadButton,double)));
connect(m_gamepadManager, SIGNAL(gamepadButtonReleaseEvent(int,QGamepadManager::GamepadButton)), this, SLOT(handleGamepadButtonReleaseEvent(int,QGamepadManager::GamepadButton)));
setConnected(m_gamepadManager->isGamepadConnected(m_index));
}
/*!
* \brief Destroys the QGamepad.
*/
QGamepad::~QGamepad()
{
}
/*!
* \property QGamepad::index
*
* This property holds the index of the gamepad device. It is possible for there to be
* multiple gamepad devices connected at any given time, so setting this property defines
* which gamepad to use.
*
*/
int QGamepad::index() const
{
return m_index;
}
/*!
* \property QGamepad::isConnected
*
* This property holds the connectivity state of the gamepad device. If a gamepad is connected
* this property will be true, otherwise false.
*/
bool QGamepad::isConnected() const
{
return m_connected;
}
/*!
* \property QGamepad::name
*
* This property holds the reported name of the gamepad if one is available.
*/
QString QGamepad::name() const
{
return m_name;
}
/*!
* \property QGamepad::axisLeftX
*
* This property holds the value of the left thumbstick's X axis.
* The range of axis values are from -1.0 to 1.0
*/
double QGamepad::axisLeftX() const
{
return m_axisLeftX;
}
/*!
* \property QGamepad::axisLeftY
*
* This property holds the value of the left thumbstick's Y axis.
* The range of axis values are from -1.0 to 1.0
*/
double QGamepad::axisLeftY() const
{
return m_axisLeftY;
}
/*!
* \property QGamepad::axisRightX
*
* This property holds the value of the right thumbstick's X axis.
* The range of axis values are from -1.0 to 1.0
*/
double QGamepad::axisRightX() const
{
return m_axisRightX;
}
/*!
* \property QGamepad::axisRightY
*
* This property holds the value of the right thumbstick's Y axis.
* The range of axis values are from -1.0 to 1.0
*/
double QGamepad::axisRightY() const
{
return m_axisRightY;
}
/*!
* \property QGamepad::buttonA
*
* This property holds the state of the A button. True when pressed, false when not
* pressed.
*/
bool QGamepad::buttonA() const
{
return m_buttonA;
}
/*!
* \property QGamepad::buttonB
*
* This property holds the state of the B button. True when pressed, false when not
* pressed.
*/
bool QGamepad::buttonB() const
{
return m_buttonB;
}
/*!
* \property QGamepad::buttonX
*
* This property holds the state of the X button. True when pressed, false when not
* pressed.
*/
bool QGamepad::buttonX() const
{
return m_buttonX;
}
/*!
* \property QGamepad::buttonY
*
* This property holds the state of the Y button. True when pressed, false when not
* pressed.
*/
bool QGamepad::buttonY() const
{
return m_buttonY;
}
/*!
* \property QGamepad::buttonL1
*
* This property holds the state of the left shoulder button.
* True when pressed, false when not pressed.
*/
bool QGamepad::buttonL1() const
{
return m_buttonL1;
}
/*!
* \property QGamepad::buttonR1
*
* This property holds the state of the right shoulder button.
* True when pressed, false when not pressed.
*/
bool QGamepad::buttonR1() const
{
return m_buttonR1;
}
/*!
* \property QGamepad::buttonL2
*
* This property holds the value of the left trigger button.
* This trigger value ranges from 0.0 when not pressed to 1.0
* when pressed completely.
*/
double QGamepad::buttonL2() const
{
return m_buttonL2;
}
/*!
* \property QGamepad::buttonR2
*
* This property holds the value of the right trigger button.
* This trigger value ranges from 0.0 when not pressed to 1.0
* when pressed completely.
*/
double QGamepad::buttonR2() const
{
return m_buttonR2;
}
/*!
* \property QGamepad::buttonSelect
*
* This property holds the state of the Select button. True when pressed, false when not
* pressed. This button can sometimes be labled as the Back button on some gamepads.
*/
bool QGamepad::buttonSelect() const
{
return m_buttonSelect;
}
/*!
* \property QGamepad::buttonStart
*
* This property holds the state of the Start button. True when pressed, false when not
* pressed. This button can sometimes be labled as the Forward button on some gamepads.
*/
bool QGamepad::buttonStart() const
{
return m_buttonStart;
}
/*!
* \property QGamepad::buttonL3
*
* This property holds the state of the left stick button. True when pressed, false when not
* pressed. This button is usually triggered by pressing the left joystick itself.
*/
bool QGamepad::buttonL3() const
{
return m_buttonL3;
}
/*!
* \property QGamepad::buttonR3
*
* This property holds the state of the right stick button. True when pressed, false when not
* pressed. This button is usually triggered by pressing the right joystick itself.
*/
bool QGamepad::buttonR3() const
{
return m_buttonR3;
}
/*!
* \property QGamepad::buttonUp
*
* This property holds the state of the direction pad up button.
* True when pressed, false when not pressed.
*/
bool QGamepad::buttonUp() const
{
return m_buttonUp;
}
/*!
* \property QGamepad::buttonDown
*
* This property holds the state of the direction pad down button.
* True when pressed, false when not pressed.
*/
bool QGamepad::buttonDown() const
{
return m_buttonDown;
}
/*!
* \property QGamepad::buttonLeft
*
* This property holds the state of the direction pad left button.
* True when pressed, false when not pressed.
*/
bool QGamepad::buttonLeft() const
{
return m_buttonLeft;
}
/*!
* \property QGamepad::buttonRight
*
* This property holds the state of the direction pad right button.
* True when pressed, false when not pressed.
*/
bool QGamepad::buttonRight() const
{
return m_buttonRight;
}
/*!
* \property QGamepad::buttonGuide
*
* This property holds the state of the guide button.
* True when pressed, false when not pressed.
* This button is typically the one in the center of the gamepad with a logo.
* Some gamepads will not have a guide button.
*/
bool QGamepad::buttonGuide() const
{
return m_buttonGuide;
}
void QGamepad::setIndex(int number)
{
if (m_index != number) {
m_index = number;
emit indexChanged(number);
setConnected(m_gamepadManager->isGamepadConnected(m_index));
}
}
void QGamepad::setConnected(bool isConnected)
{
if (m_connected != isConnected) {
m_connected = isConnected;
emit connectedChanged(m_connected);
}
}
/*!
* \internal
*/\
void QGamepad::handleGamepadConnected(int index)
{
if (index == m_index) {
setConnected(true);
}
}
/*!
* \internal
*/\
void QGamepad::handleGamepadDisconnected(int index)
{
if (index == m_index) {
setConnected(false);
}
}
/*!
* \internal
*/\
void QGamepad::handleGamepadAxisEvent(int index, QGamepadManager::GamepadAxis axis, double value)
{
if (index != m_index)
return;
switch (axis) {
case QGamepadManager::AxisLeftX:
m_axisLeftX = value;
emit axisLeftXChanged(value);
break;
case QGamepadManager::AxisLeftY:
m_axisLeftY = value;
emit axisLeftYChanged(value);
break;
case QGamepadManager::AxisRightX:
m_axisRightX = value;
emit axisRightXChanged(value);
break;
case QGamepadManager::AxisRightY:
m_axisRightY = value;
emit axisRightYChanged(value);
break;
default:
break;
}
}
/*!
* \internal
*/\
void QGamepad::handleGamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value)
{
if (index != m_index)
return;
switch (button) {
case QGamepadManager::ButtonA:
m_buttonA = true;
emit buttonAChanged(true);
break;
case QGamepadManager::ButtonB:
m_buttonB = true;
emit buttonBChanged(true);
break;
case QGamepadManager::ButtonX:
m_buttonX = true;
emit buttonXChanged(true);
break;
case QGamepadManager::ButtonY:
m_buttonY = true;
emit buttonYChanged(true);
break;
case QGamepadManager::ButtonL1:
m_buttonL1 = true;
emit buttonL1Changed(true);
break;
case QGamepadManager::ButtonR1:
m_buttonR1 = true;
emit buttonR1Changed(true);
break;
case QGamepadManager::ButtonL2:
m_buttonL2 = value;
emit buttonL2Changed(value);
break;
case QGamepadManager::ButtonR2:
m_buttonR2 = value;
emit buttonR2Changed(value);
break;
case QGamepadManager::ButtonL3:
m_buttonL3 = true;
emit buttonL3Changed(true);
break;
case QGamepadManager::ButtonR3:
m_buttonR3 = true;
emit buttonR3Changed(true);
break;
case QGamepadManager::ButtonSelect:
m_buttonSelect = true;
emit buttonSelectChanged(true);
break;
case QGamepadManager::ButtonStart:
m_buttonStart = true;
emit buttonStartChanged(true);
break;
case QGamepadManager::ButtonUp:
m_buttonUp = true;
emit buttonUpChanged(true);
break;
case QGamepadManager::ButtonDown:
m_buttonDown = true;
emit buttonDownChanged(true);
break;
case QGamepadManager::ButtonLeft:
m_buttonLeft = true;
emit buttonLeftChanged(true);
break;
case QGamepadManager::ButtonRight:
m_buttonRight = true;
emit buttonRightChanged(true);
break;
case QGamepadManager::ButtonGuide:
m_buttonGuide = true;
emit buttonGuideChanged(true);
break;
default:
break;
}
}
/*!
* \internal
*/\
void QGamepad::handleGamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button)
{
if (index != m_index)
return;
switch (button) {
case QGamepadManager::ButtonA:
m_buttonA = false;
emit buttonAChanged(false);
break;
case QGamepadManager::ButtonB:
m_buttonB = false;
emit buttonBChanged(false);
break;
case QGamepadManager::ButtonX:
m_buttonX = false;
emit buttonXChanged(false);
break;
case QGamepadManager::ButtonY:
m_buttonY = false;
emit buttonYChanged(false);
break;
case QGamepadManager::ButtonL1:
m_buttonL1 = false;
emit buttonL1Changed(false);
break;
case QGamepadManager::ButtonR1:
m_buttonR1 = false;
emit buttonR1Changed(false);
break;
case QGamepadManager::ButtonL2:
m_buttonL2 = 0.0;
emit buttonL2Changed(0.0);
break;
case QGamepadManager::ButtonR2:
m_buttonR2 = 0.0;
emit buttonR2Changed(0.0);
break;
case QGamepadManager::ButtonL3:
m_buttonL3 = false;
emit buttonL3Changed(false);
break;
case QGamepadManager::ButtonR3:
m_buttonR3 = false;
emit buttonR3Changed(false);
break;
case QGamepadManager::ButtonSelect:
m_buttonSelect = false;
emit buttonSelectChanged(false);
break;
case QGamepadManager::ButtonStart:
m_buttonStart = false;
emit buttonStartChanged(false);
break;
case QGamepadManager::ButtonUp:
m_buttonUp = false;
emit buttonUpChanged(false);
break;
case QGamepadManager::ButtonDown:
m_buttonDown = false;
emit buttonDownChanged(false);
break;
case QGamepadManager::ButtonLeft:
m_buttonLeft = false;
emit buttonLeftChanged(false);
break;
case QGamepadManager::ButtonRight:
m_buttonRight = false;
emit buttonRightChanged(false);
break;
case QGamepadManager::ButtonGuide:
m_buttonGuide = false;
emit buttonGuideChanged(false);
break;
default:
break;
}
}
QT_END_NAMESPACE

181
src/gamepad/qgamepad.h Normal file
View File

@ -0,0 +1,181 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QGAMEPAD_H
#define QGAMEPAD_H
#include <QtCore/QObject>
#include <QtGamepad/qtgamepadglobal.h>
#include <QtGamepad/QGamepadManager>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
class Q_GAMEPAD_EXPORT QGamepad : public QObject
{
Q_OBJECT
Q_PROPERTY(int index READ index WRITE setIndex NOTIFY indexChanged)
Q_PROPERTY(bool connected READ isConnected NOTIFY connectedChanged)
Q_PROPERTY(QString name READ name NOTIFY nameChanged)
Q_PROPERTY(double axisLeftX READ axisLeftX NOTIFY axisLeftXChanged)
Q_PROPERTY(double axisLeftY READ axisLeftY NOTIFY axisLeftYChanged)
Q_PROPERTY(double axisRightX READ axisRightX NOTIFY axisRightXChanged)
Q_PROPERTY(double axisRightY READ axisRightY NOTIFY axisRightYChanged)
Q_PROPERTY(bool buttonA READ buttonA NOTIFY buttonAChanged)
Q_PROPERTY(bool buttonB READ buttonB NOTIFY buttonBChanged)
Q_PROPERTY(bool buttonX READ buttonX NOTIFY buttonXChanged)
Q_PROPERTY(bool buttonY READ buttonY NOTIFY buttonYChanged)
Q_PROPERTY(bool buttonL1 READ buttonL1 NOTIFY buttonL1Changed)
Q_PROPERTY(bool buttonR1 READ buttonR1 NOTIFY buttonR1Changed)
Q_PROPERTY(double buttonL2 READ buttonL2 NOTIFY buttonL2Changed)
Q_PROPERTY(double buttonR2 READ buttonR2 NOTIFY buttonR2Changed)
Q_PROPERTY(bool buttonSelect READ buttonSelect NOTIFY buttonSelectChanged)
Q_PROPERTY(bool buttonStart READ buttonStart NOTIFY buttonStartChanged)
Q_PROPERTY(bool buttonL3 READ buttonL3 NOTIFY buttonL3Changed)
Q_PROPERTY(bool buttonR3 READ buttonR3 NOTIFY buttonR3Changed)
Q_PROPERTY(bool buttonUp READ buttonUp NOTIFY buttonUpChanged)
Q_PROPERTY(bool buttonDown READ buttonDown NOTIFY buttonDownChanged)
Q_PROPERTY(bool buttonLeft READ buttonLeft NOTIFY buttonLeftChanged)
Q_PROPERTY(bool buttonRight READ buttonRight NOTIFY buttonRightChanged)
Q_PROPERTY(bool buttonGuide READ buttonGuide NOTIFY buttonGuideChanged)
public:
explicit QGamepad(int index = 0, QObject *parent = 0);
~QGamepad();
int index() const;
bool isConnected() const;
QString name() const;
double axisLeftX() const;
double axisLeftY() const;
double axisRightX() const;
double axisRightY() const;
bool buttonA() const;
bool buttonB() const;
bool buttonX() const;
bool buttonY() const;
bool buttonL1() const;
bool buttonR1() const;
double buttonL2() const;
double buttonR2() const;
bool buttonSelect() const;
bool buttonStart() const;
bool buttonL3() const;
bool buttonR3() const;
bool buttonUp() const;
bool buttonDown() const;
bool buttonLeft() const;
bool buttonRight() const;
bool buttonGuide() const;
signals:
void indexChanged(int value);
void connectedChanged(bool value);
void nameChanged(QString value);
void axisLeftXChanged(double value);
void axisLeftYChanged(double value);
void axisRightXChanged(double value);
void axisRightYChanged(double value);
void buttonAChanged(bool value);
void buttonBChanged(bool value);
void buttonXChanged(bool value);
void buttonYChanged(bool value);
void buttonL1Changed(bool value);
void buttonR1Changed(bool value);
void buttonL2Changed(double value);
void buttonR2Changed(double value);
void buttonSelectChanged(bool value);
void buttonStartChanged(bool value);
void buttonL3Changed(bool value);
void buttonR3Changed(bool value);
void buttonUpChanged(bool value);
void buttonDownChanged(bool value);
void buttonLeftChanged(bool value);
void buttonRightChanged(bool value);
void buttonGuideChanged(bool value);
public slots:
void setIndex(int number);
private slots:
void setConnected(bool isConnected);
void handleGamepadConnected(int index);
void handleGamepadDisconnected(int index);
void handleGamepadAxisEvent(int index, QGamepadManager::GamepadAxis axis, double value);
void handleGamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value);
void handleGamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button);
private:
QGamepadManager *m_gamepadManager;
int m_index;
bool m_connected;
QString m_name;
double m_axisLeftX;
double m_axisLeftY;
double m_axisRightX;
double m_axisRightY;
bool m_buttonA;
bool m_buttonB;
bool m_buttonX;
bool m_buttonY;
bool m_buttonL1;
bool m_buttonR1;
double m_buttonL2;
double m_buttonR2;
bool m_buttonSelect;
bool m_buttonStart;
bool m_buttonL3;
bool m_buttonR3;
bool m_buttonUp;
bool m_buttonDown;
bool m_buttonLeft;
bool m_buttonRight;
bool m_buttonGuide;
};
Q_DECLARE_METATYPE(QGamepad*)
QT_END_NAMESPACE
QT_END_HEADER
#endif // QGAMEPAD_H

View File

@ -0,0 +1,56 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qgamepadbackend_p.h"
QT_BEGIN_NAMESPACE
QGamepadBackend::QGamepadBackend(QObject *parent) :
QObject(parent)
{
}
bool QGamepadBackend::start()
{
return true;
}
void QGamepadBackend::stop()
{
}
QT_END_NAMESPACE

View File

@ -0,0 +1,67 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QGAMEPADBACKEND_H
#define QGAMEPADBACKEND_H
#include <QtGamepad/qtgamepadglobal.h>
#include <QtCore/QObject>
#include <QtGamepad/QGamepadManager>
QT_BEGIN_NAMESPACE
class Q_GAMEPAD_EXPORT QGamepadBackend : public QObject
{
Q_OBJECT
public:
explicit QGamepadBackend(QObject *parent = 0);
public slots:
virtual bool start();
virtual void stop();
signals:
void gamepadAdded(int index);
void gamepadRemoved(int index);
void gamepadAxisMoved(int index, QGamepadManager::GamepadAxis axis, double value);
void gamepadButtonPressed(int index, QGamepadManager::GamepadButton button, double value);
void gamepadButtonReleased(int index, QGamepadManager::GamepadButton button);
};
QT_END_NAMESPACE
#endif // QGAMEPADBACKEND_H

View File

@ -0,0 +1,89 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qgamepadbackendfactory_p.h"
#include "qgamepadbackendplugin_p.h"
#include "qgamepadbackend_p.h"
#include <QtCore/private/qfactoryloader_p.h>
#include <QtCore/QCoreApplication>
#include <QtCore/QDir>
QT_BEGIN_NAMESPACE
#ifndef QT_NO_LIBRARY
Q_GLOBAL_STATIC_WITH_ARGS(QFactoryLoader, loader, (QtGamepadBackendFactoryInterface_iid, QLatin1String("/gamepads"), Qt::CaseInsensitive))
Q_GLOBAL_STATIC_WITH_ARGS(QFactoryLoader, directLoader, (QtGamepadBackendFactoryInterface_iid, QLatin1String(""), Qt::CaseInsensitive))
#endif
QStringList QGamepadBackendFactory::keys(const QString &pluginPath)
{
#ifndef QT_NO_LIBRARY
QStringList list;
if (!pluginPath.isEmpty()) {
QCoreApplication::addLibraryPath(pluginPath);
list = directLoader()->keyMap().values();
if (!list.isEmpty()) {
const QString postFix = QStringLiteral(" (from ")
+ QDir::toNativeSeparators(pluginPath)
+ QLatin1Char(')');
const QStringList::iterator end = list.end();
for (QStringList::iterator it = list.begin(); it != end; ++it)
(*it).append(postFix);
}
}
list.append(loader()->keyMap().values());
return list;
#else
return QStringList();
#endif
}
QGamepadBackend *QGamepadBackendFactory::create(const QString &name, const QStringList &args, const QString &pluginPath)
{
#ifndef QT_NO_LIBRARY
if (!pluginPath.isEmpty()) {
QCoreApplication::addLibraryPath(pluginPath);
if (QGamepadBackend *ret = qLoadPlugin1<QGamepadBackend, QGamepadBackendPlugin>(directLoader(), name, args))
return ret;
}
if (QGamepadBackend *ret = qLoadPlugin1<QGamepadBackend, QGamepadBackendPlugin>(loader(), name, args))
return ret;
#endif
return 0;
}
QT_END_NAMESPACE

View File

@ -0,0 +1,56 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QGAMEPADBACKENDFACTORY_P_H
#define QGAMEPADBACKENDFACTORY_P_H
#include <QtGamepad/qtgamepadglobal.h>
#include <QtCore/QStringList>
QT_BEGIN_NAMESPACE
class QGamepadBackend;
class Q_GAMEPAD_EXPORT QGamepadBackendFactory
{
public:
static QStringList keys(const QString &pluginPath = QString());
static QGamepadBackend *create(const QString &name, const QStringList &args, const QString &pluginPath = QString());
};
QT_END_NAMESPACE
#endif // QGAMEPADBACKENDFACTORY_P_H

View File

@ -0,0 +1,52 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qgamepadbackendplugin_p.h"
QT_BEGIN_NAMESPACE
QGamepadBackendPlugin::QGamepadBackendPlugin(QObject *parent) : QObject(parent)
{
}
QGamepadBackendPlugin::~QGamepadBackendPlugin()
{
}
QT_END_NAMESPACE

View File

@ -0,0 +1,67 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QGAMEPADBACKENDPLUGIN_H
#define QGAMEPADBACKENDPLUGIN_H
#include <QtGamepad/qtgamepadglobal.h>
#include <QtCore/qplugin.h>
#include <QtCore/qfactoryinterface.h>
QT_BEGIN_NAMESPACE
class QGamepadBackend;
#define QtGamepadBackendFactoryInterface_iid "com.bsquask.Qt.Gamepad.QtGamepadBackendFactoryInterface.5.5"
class Q_GAMEPAD_EXPORT QGamepadBackendPlugin : public QObject
{
Q_OBJECT
public:
explicit QGamepadBackendPlugin(QObject *parent = 0);
~QGamepadBackendPlugin();
virtual QGamepadBackend *create(const QString &key, const QStringList &paramList) = 0;
signals:
public slots:
};
QT_END_NAMESPACE
#endif // QGAMEPADBACKENDPLUGIN_H

View File

@ -0,0 +1,374 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qgamepadkeynavigation.h"
#include <QtGui/QKeyEvent>
#include <QtGui/QGuiApplication>
#include <QtGui/QWindow>
#include <QtGamepad/QGamepad>
QT_BEGIN_NAMESPACE
QGamepadKeyNavigation::QGamepadKeyNavigation(QObject *parent)
: QObject(parent)
, m_buttonL2Pressed(false)
, m_buttonR2Pressed(false)
{
m_gamepadManger = QGamepadManager::instance();
//Default keymap
m_keyMapping.insert(QGamepadManager::ButtonUp, Qt::Key_Up);
m_keyMapping.insert(QGamepadManager::ButtonDown, Qt::Key_Down);
m_keyMapping.insert(QGamepadManager::ButtonLeft, Qt::Key_Left);
m_keyMapping.insert(QGamepadManager::ButtonRight, Qt::Key_Right);
m_keyMapping.insert(QGamepadManager::ButtonA, Qt::Key_Return);
m_keyMapping.insert(QGamepadManager::ButtonB, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonX, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonY, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonSelect, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonStart, Qt::Key_Return);
m_keyMapping.insert(QGamepadManager::ButtonGuide, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonL1, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonR1, Qt::Key_Forward);
m_keyMapping.insert(QGamepadManager::ButtonL2, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonR2, Qt::Key_Forward);
m_keyMapping.insert(QGamepadManager::ButtonL3, Qt::Key_Back);
m_keyMapping.insert(QGamepadManager::ButtonR3, Qt::Key_Forward);
connect(m_gamepadManger, SIGNAL(gamepadButtonPressEvent(int,QGamepadManager::GamepadButton,double)),
this, SLOT(processGamepadButtonPressEvent(int,QGamepadManager::GamepadButton,double)));
connect(m_gamepadManger, SIGNAL(gamepadButtonReleaseEvent(int,QGamepadManager::GamepadButton)),
this, SLOT(procressGamepadButtonReleaseEvent(int,QGamepadManager::GamepadButton)));
}
bool QGamepadKeyNavigation::active() const
{
return m_active;
}
QGamepad *QGamepadKeyNavigation::gamepad() const
{
return m_gamepad;
}
Qt::Key QGamepadKeyNavigation::upKey() const
{
return m_keyMapping[QGamepadManager::ButtonUp];
}
Qt::Key QGamepadKeyNavigation::downKey() const
{
return m_keyMapping[QGamepadManager::ButtonDown];
}
Qt::Key QGamepadKeyNavigation::leftKey() const
{
return m_keyMapping[QGamepadManager::ButtonLeft];
}
Qt::Key QGamepadKeyNavigation::rightKey() const
{
return m_keyMapping[QGamepadManager::ButtonRight];
}
Qt::Key QGamepadKeyNavigation::buttonAKey() const
{
return m_keyMapping[QGamepadManager::ButtonA];
}
Qt::Key QGamepadKeyNavigation::buttonBKey() const
{
return m_keyMapping[QGamepadManager::ButtonB];
}
Qt::Key QGamepadKeyNavigation::buttonXKey() const
{
return m_keyMapping[QGamepadManager::ButtonX];
}
Qt::Key QGamepadKeyNavigation::buttonYKey() const
{
return m_keyMapping[QGamepadManager::ButtonY];
}
Qt::Key QGamepadKeyNavigation::buttonSelectKey() const
{
return m_keyMapping[QGamepadManager::ButtonSelect];
}
Qt::Key QGamepadKeyNavigation::buttonStartKey() const
{
return m_keyMapping[QGamepadManager::ButtonStart];
}
Qt::Key QGamepadKeyNavigation::buttonGuideKey() const
{
return m_keyMapping[QGamepadManager::ButtonGuide];
}
Qt::Key QGamepadKeyNavigation::buttonL1Key() const
{
return m_keyMapping[QGamepadManager::ButtonL1];
}
Qt::Key QGamepadKeyNavigation::buttonR1Key() const
{
return m_keyMapping[QGamepadManager::ButtonL2];
}
Qt::Key QGamepadKeyNavigation::buttonL2Key() const
{
return m_keyMapping[QGamepadManager::ButtonL2];
}
Qt::Key QGamepadKeyNavigation::buttonR2Key() const
{
return m_keyMapping[QGamepadManager::ButtonL2];
}
Qt::Key QGamepadKeyNavigation::buttonL3Key() const
{
return m_keyMapping[QGamepadManager::ButtonL3];
}
Qt::Key QGamepadKeyNavigation::buttonR3Key() const
{
return m_keyMapping[QGamepadManager::ButtonL3];
}
void QGamepadKeyNavigation::setActive(bool isActive)
{
if (m_active != isActive) {
m_active = isActive;
emit activeChanged(isActive);
}
}
void QGamepadKeyNavigation::setGamepad(QGamepad *gamepad)
{
if (m_gamepad != gamepad) {
m_gamepad = gamepad;
emit gamepadChanged(gamepad);
}
}
void QGamepadKeyNavigation::setUpKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonUp] != key) {
m_keyMapping[QGamepadManager::ButtonUp] = key;
emit upKeyChanged(key);
}
}
void QGamepadKeyNavigation::setDownKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonDown] != key) {
m_keyMapping[QGamepadManager::ButtonDown] = key;
emit downKeyChanged(key);
}
}
void QGamepadKeyNavigation::setLeftKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonLeft] != key) {
m_keyMapping[QGamepadManager::ButtonLeft] = key;
emit leftKeyChanged(key);
}
}
void QGamepadKeyNavigation::setRightKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonRight] != key) {
m_keyMapping[QGamepadManager::ButtonRight] = key;
emit rightKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonAKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonA] != key) {
m_keyMapping[QGamepadManager::ButtonA] = key;
emit buttonAKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonBKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonB] != key) {
m_keyMapping[QGamepadManager::ButtonB] = key;
emit buttonBKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonXKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonX] != key) {
m_keyMapping[QGamepadManager::ButtonX] = key;
emit buttonXKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonYKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonY] != key) {
m_keyMapping[QGamepadManager::ButtonY] = key;
emit buttonYKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonSelectKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonSelect] != key) {
m_keyMapping[QGamepadManager::ButtonSelect] = key;
emit buttonSelectKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonStartKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonStart] != key) {
m_keyMapping[QGamepadManager::ButtonStart] = key;
emit buttonStartKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonGuideKey(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonGuide] != key) {
m_keyMapping[QGamepadManager::ButtonGuide] = key;
emit buttonGuideKeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonL1Key(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonL1] != key) {
m_keyMapping[QGamepadManager::ButtonL1] = key;
emit buttonL1KeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonR1Key(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonR1] != key) {
m_keyMapping[QGamepadManager::ButtonR1] = key;
emit buttonR1KeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonL2Key(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonL2] != key) {
m_keyMapping[QGamepadManager::ButtonL2] = key;
emit buttonL1KeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonR2Key(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonR2] != key) {
m_keyMapping[QGamepadManager::ButtonR2] = key;
emit buttonR1KeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonL3Key(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonL3] != key) {
m_keyMapping[QGamepadManager::ButtonL3] = key;
emit buttonL1KeyChanged(key);
}
}
void QGamepadKeyNavigation::setButtonR3Key(Qt::Key key)
{
if (m_keyMapping[QGamepadManager::ButtonR3] != key) {
m_keyMapping[QGamepadManager::ButtonR3] = key;
emit buttonR1KeyChanged(key);
}
}
void QGamepadKeyNavigation::processGamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value)
{
Q_UNUSED(value)
//If a gamepad has been set then, only use the events of that gamepad
if (m_gamepad && m_gamepad->index() != index)
return;
//Trigger buttons are a special case as they get multiple press events as the value changes
if (button == QGamepadManager::ButtonL2 && m_buttonL2Pressed)
return;
else
m_buttonL2Pressed = true;
if (button == QGamepadManager::ButtonR2 && m_buttonR2Pressed)
return;
else
m_buttonR2Pressed = true;
QKeyEvent *event = new QKeyEvent(QEvent::KeyPress, m_keyMapping[button], Qt::NoModifier);
sendGeneratedKeyEvent(event);
}
void QGamepadKeyNavigation::procressGamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button)
{
//If a gamepad has been set then, only use the events of that gamepad
if (m_gamepad && m_gamepad->index() != index)
return;
//Free the trigger buttons if necessary
if (button == QGamepadManager::ButtonL2)
m_buttonL2Pressed = false;
if (button == QGamepadManager::ButtonR2)
m_buttonR2Pressed = false;
QKeyEvent *event = new QKeyEvent(QEvent::KeyRelease, m_keyMapping[button], Qt::NoModifier);
sendGeneratedKeyEvent(event);
}
void QGamepadKeyNavigation::sendGeneratedKeyEvent(QKeyEvent *event)
{
if (!m_active) {
delete event;
return;
}
const QGuiApplication *app = qApp;
QWindow *focusWindow = app ? app->focusWindow() : 0;
if (focusWindow)
QGuiApplication::sendEvent(focusWindow, event);
}
QT_END_NAMESPACE

View File

@ -0,0 +1,159 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QGAMEPADKEYNAVIGATION_H
#define QGAMEPADKEYNAVIGATION_H
#include <QtCore/QObject>
#include <QtCore/QMap>
#include <QtGamepad/qtgamepadglobal.h>
#include <QtGamepad/QGamepadManager>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
class QKeyEvent;
class QGamepad;
class Q_GAMEPAD_EXPORT QGamepadKeyNavigation : public QObject
{
Q_OBJECT
Q_PROPERTY(bool active READ active WRITE setActive NOTIFY activeChanged)
Q_PROPERTY(QGamepad *gamepad READ gamepad WRITE setGamepad NOTIFY gamepadChanged)
Q_PROPERTY(Qt::Key upKey READ upKey WRITE setUpKey NOTIFY upKeyChanged)
Q_PROPERTY(Qt::Key downKey READ downKey WRITE setDownKey NOTIFY downKeyChanged)
Q_PROPERTY(Qt::Key leftKey READ leftKey WRITE setLeftKey NOTIFY leftKeyChanged)
Q_PROPERTY(Qt::Key rightKey READ rightKey WRITE setRightKey NOTIFY rightKeyChanged)
Q_PROPERTY(Qt::Key buttonAKey READ buttonAKey WRITE setButtonAKey NOTIFY buttonAKeyChanged)
Q_PROPERTY(Qt::Key buttonBKey READ buttonBKey WRITE setButtonBKey NOTIFY buttonBKeyChanged)
Q_PROPERTY(Qt::Key buttonXKey READ buttonXKey WRITE setButtonXKey NOTIFY buttonXKeyChanged)
Q_PROPERTY(Qt::Key buttonYKey READ buttonYKey WRITE setButtonYKey NOTIFY buttonYKeyChanged)
Q_PROPERTY(Qt::Key buttonSelectKey READ buttonSelectKey WRITE setButtonSelectKey NOTIFY buttonSelectKeyChanged)
Q_PROPERTY(Qt::Key buttonStartKey READ buttonStartKey WRITE setButtonStartKey NOTIFY buttonStartKeyChanged)
Q_PROPERTY(Qt::Key buttonGuideKey READ buttonGuideKey WRITE setButtonGuideKey NOTIFY buttonGuideKeyChanged)
Q_PROPERTY(Qt::Key buttonL1Key READ buttonL1Key WRITE setButtonL1Key NOTIFY buttonL1KeyChanged)
Q_PROPERTY(Qt::Key buttonR1Key READ buttonR1Key WRITE setButtonR1Key NOTIFY buttonR1KeyChanged)
Q_PROPERTY(Qt::Key buttonL2Key READ buttonL2Key WRITE setButtonL2Key NOTIFY buttonL2KeyChanged)
Q_PROPERTY(Qt::Key buttonR2Key READ buttonR2Key WRITE setButtonR2Key NOTIFY buttonR2KeyChanged)
Q_PROPERTY(Qt::Key buttonL3Key READ buttonL3Key WRITE setButtonL3Key NOTIFY buttonL3KeyChanged)
Q_PROPERTY(Qt::Key buttonR3Key READ buttonR3Key WRITE setButtonR3Key NOTIFY buttonR3KeyChanged)
public:
explicit QGamepadKeyNavigation(QObject *parent = 0);
bool active() const;
QGamepad *gamepad() const;
Qt::Key upKey() const;
Qt::Key downKey() const;
Qt::Key leftKey() const;
Qt::Key rightKey() const;
Qt::Key buttonAKey() const;
Qt::Key buttonBKey() const;
Qt::Key buttonXKey() const;
Qt::Key buttonYKey() const;
Qt::Key buttonSelectKey() const;
Qt::Key buttonStartKey() const;
Qt::Key buttonGuideKey() const;
Qt::Key buttonL1Key() const;
Qt::Key buttonR1Key() const;
Qt::Key buttonL2Key() const;
Qt::Key buttonR2Key() const;
Qt::Key buttonL3Key() const;
Qt::Key buttonR3Key() const;
signals:
void activeChanged(bool isActive);
void gamepadChanged(QGamepad *gamepad);
void upKeyChanged(Qt::Key key);
void downKeyChanged(Qt::Key key);
void leftKeyChanged(Qt::Key key);
void rightKeyChanged(Qt::Key key);
void buttonAKeyChanged(Qt::Key key);
void buttonBKeyChanged(Qt::Key key);
void buttonXKeyChanged(Qt::Key key);
void buttonYKeyChanged(Qt::Key key);
void buttonSelectKeyChanged(Qt::Key key);
void buttonStartKeyChanged(Qt::Key key);
void buttonGuideKeyChanged(Qt::Key key);
void buttonL1KeyChanged(Qt::Key key);
void buttonR1KeyChanged(Qt::Key key);
void buttonL2KeyChanged(Qt::Key key);
void buttonR2KeyChanged(Qt::Key key);
void buttonL3KeyChanged(Qt::Key key);
void buttonR3KeyChanged(Qt::Key key);
public slots:
void setActive(bool isActive);
void setGamepad(QGamepad *gamepad);
void setUpKey(Qt::Key key);
void setDownKey(Qt::Key key);
void setLeftKey(Qt::Key key);
void setRightKey(Qt::Key key);
void setButtonAKey(Qt::Key key);
void setButtonBKey(Qt::Key key);
void setButtonXKey(Qt::Key key);
void setButtonYKey(Qt::Key key);
void setButtonSelectKey(Qt::Key key);
void setButtonStartKey(Qt::Key key);
void setButtonGuideKey(Qt::Key key);
void setButtonL1Key(Qt::Key key);
void setButtonR1Key(Qt::Key key);
void setButtonL2Key(Qt::Key key);
void setButtonR2Key(Qt::Key key);
void setButtonL3Key(Qt::Key key);
void setButtonR3Key(Qt::Key key);
private slots:
void processGamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value);
void procressGamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button);
private:
void sendGeneratedKeyEvent(QKeyEvent *event);
bool m_active;
QGamepad *m_gamepad;
QGamepadManager *m_gamepadManger;
bool m_buttonL2Pressed;
bool m_buttonR2Pressed;
QMap<QGamepadManager::GamepadButton, Qt::Key> m_keyMapping;
};
QT_END_NAMESPACE
QT_END_HEADER
#endif // QGAMEPADKEYNAVIGATION_H

View File

@ -0,0 +1,137 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qgamepadmanager.h"
#include "qgamepadbackend_p.h"
#include "qgamepadbackendfactory_p.h"
#include <QtCore/QLoggingCategory>
QT_BEGIN_NAMESPACE
Q_LOGGING_CATEGORY(gp, "qt.gamepad")
QGamepadManager::QGamepadManager() :
QObject(0)
{
loadBackend();
qRegisterMetaType<QGamepadManager::GamepadButton>("QGamepadManager::GamepadButton");
qRegisterMetaType<QGamepadManager::GamepadAxis>("QGamepadManager::GamepadAxis");
connect(m_gamepadBackend, SIGNAL(gamepadAdded(int)), this, SLOT(forwardGamepadConnected(int)));
connect(m_gamepadBackend, SIGNAL(gamepadRemoved(int)), this, SLOT(forwardGamepadDisconnected(int)));
connect(m_gamepadBackend, SIGNAL(gamepadAxisMoved(int,QGamepadManager::GamepadAxis,double)), this, SLOT(forwardGamepadAxisEvent(int,QGamepadManager::GamepadAxis,double)));
connect(m_gamepadBackend, SIGNAL(gamepadButtonPressed(int,QGamepadManager::GamepadButton,double)), this, SLOT(forwardGamepadButtonPressEvent(int,QGamepadManager::GamepadButton,double)));
connect(m_gamepadBackend, SIGNAL(gamepadButtonReleased(int,QGamepadManager::GamepadButton)), this, SLOT(forwardGamepadButtonReleaseEvent(int,QGamepadManager::GamepadButton)));
if (!m_gamepadBackend->start())
qCWarning(gp) << "Failed to start gamepad backend";
}
QGamepadManager::~QGamepadManager()
{
m_gamepadBackend->stop();
m_gamepadBackend->deleteLater();
}
void QGamepadManager::loadBackend()
{
QStringList keys = QGamepadBackendFactory::keys();
qCDebug(gp) << "Available backends:" << keys;
if (!keys.isEmpty()) {
QString requestedKey = QString::fromUtf8(qgetenv("QT_GAMEPAD"));
QString targetKey = keys.first();
if (!requestedKey.isEmpty() && keys.contains(requestedKey))
targetKey = requestedKey;
if (!targetKey.isEmpty()) {
qCDebug(gp) << "Loading backend" << targetKey;
m_gamepadBackend = QGamepadBackendFactory::create(targetKey, QStringList());
}
}
if (!m_gamepadBackend) {
//Use dummy backend
m_gamepadBackend = new QGamepadBackend();
qCDebug(gp) << "Using dummy backend";
}
}
QGamepadManager *QGamepadManager::instance()
{
static QGamepadManager instance;
return &instance;
}
bool QGamepadManager::isGamepadConnected(int index)
{
return m_connectedGamepads.contains(index);
}
void QGamepadManager::forwardGamepadConnected(int index)
{
//qDebug() << "gamepad connected: " << index;
m_connectedGamepads.append(index);
emit gamepadConnected(index);
}
void QGamepadManager::forwardGamepadDisconnected(int index)
{
//qDebug() << "gamepad disconnected: " << index;
m_connectedGamepads.removeAll(index);
emit gamepadDisconnected(index);
}
void QGamepadManager::forwardGamepadAxisEvent(int index, QGamepadManager::GamepadAxis axis, double value)
{
//qDebug() << "gamepad axis event: " << index << axis << value;
emit gamepadAxisEvent(index, axis, value);
}
void QGamepadManager::forwardGamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value)
{
//qDebug() << "gamepad button press event: " << index << button << value;
emit gamepadButtonPressEvent(index, button, value);
}
void QGamepadManager::forwardGamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button)
{
//qDebug() << "gamepad button release event: " << index << button;
emit gamepadButtonReleaseEvent(index, button);
}
QT_END_NAMESPACE

View File

@ -0,0 +1,125 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef JOYSTICKMANAGER_H
#define JOYSTICKMANAGER_H
#include <QtCore/QObject>
#include <QtCore/QList>
#include <QtGamepad/qtgamepadglobal.h>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
class QGamepadBackend;
class QGamepad;
class Q_GAMEPAD_EXPORT QGamepadManager : public QObject
{
Q_OBJECT
Q_FLAGS(GamepadButton GamepadButtons)
Q_FLAGS(GamepadAxis GamepadAxes)
public:
enum GamepadButton {
ButtonInvalid = -1,
ButtonA = 0,
ButtonB,
ButtonX,
ButtonY,
ButtonL1,
ButtonR1,
ButtonL2,
ButtonR2,
ButtonSelect,
ButtonStart,
ButtonL3,
ButtonR3,
ButtonUp,
ButtonDown,
ButtonRight,
ButtonLeft,
ButtonGuide
};
Q_DECLARE_FLAGS(GamepadButtons, GamepadButton)
enum GamepadAxis {
AxisInvalid = -1,
AxisLeftX = 0,
AxisLeftY,
AxisRightX,
AxisRightY
};
Q_DECLARE_FLAGS(GamepadAxes, GamepadAxis)
static QGamepadManager* instance();
bool isGamepadConnected(int index);
signals:
void gamepadConnected(int index);
void gamepadDisconnected(int index);
void gamepadAxisEvent(int index, QGamepadManager::GamepadAxis axis, double value);
void gamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value);
void gamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button);
private slots:
void forwardGamepadConnected(int index);
void forwardGamepadDisconnected(int index);
void forwardGamepadAxisEvent(int index, QGamepadManager::GamepadAxis axis, double value);
void forwardGamepadButtonPressEvent(int index, QGamepadManager::GamepadButton button, double value);
void forwardGamepadButtonReleaseEvent(int index, QGamepadManager::GamepadButton button);
private:
QGamepadManager();
~QGamepadManager();
QGamepadManager(QGamepadManager const&);
void operator=(QGamepadManager const&);
void loadBackend();
QGamepadBackend *m_gamepadBackend;
QList<int> m_connectedGamepads;
};
Q_DECLARE_METATYPE(QGamepadManager::GamepadButton)
Q_DECLARE_METATYPE(QGamepadManager::GamepadAxis)
QT_END_NAMESPACE
QT_END_HEADER
#endif // JOYSTICKMANAGER_H

View File

@ -0,0 +1,62 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QTGAMEPADGLOBAL_H
#define QTGAMEPADGLOBAL_H
#include <QtCore/qglobal.h>
QT_BEGIN_HEADER
QT_BEGIN_NAMESPACE
#ifndef Q_GAMEPAD_EXPORT
# ifndef QT_STATIC
# if defined(QT_BUILD_GAMEPAD_LIB)
# define Q_GAMEPAD_EXPORT Q_DECL_EXPORT
# else
# define Q_GAMEPAD_EXPORT Q_DECL_IMPORT
# endif
# else
# define Q_GAMEPAD_EXPORT
# endif
#endif
QT_END_NAMESPACE
QT_END_HEADER
#endif

View File

@ -0,0 +1,16 @@
CXX_MODULE = gamepad
TARGET = declarative_gamepad
TARGETPATH = QtGamepad
IMPORT_VERSION = 1.0
QT += qml quick gamepad
SOURCES += \
$$PWD/qtgamepad.cpp \
qgamepadmouseitem.cpp
load(qml_plugin)
OTHER_FILES += qmldir
HEADERS += \
qgamepadmouseitem.h

View File

@ -0,0 +1,140 @@
import QtQuick.tooling 1.1
// This file describes the plugin-supplied types contained in the library.
// It is used for QML tooling purposes only.
//
// This file was auto-generated by:
// 'qmlplugindump QtGamepad 1.0 ../qml/'
Module {
Component {
name: "QGamepad"
prototype: "QObject"
exports: ["Gamepad 1.0"]
exportMetaObjectRevisions: [0]
Property { name: "index"; type: "int" }
Property { name: "connected"; type: "bool"; isReadonly: true }
Property { name: "name"; type: "string"; isReadonly: true }
Property { name: "axisLeftX"; type: "double"; isReadonly: true }
Property { name: "axisLeftY"; type: "double"; isReadonly: true }
Property { name: "axisRightX"; type: "double"; isReadonly: true }
Property { name: "axisRightY"; type: "double"; isReadonly: true }
Property { name: "buttonA"; type: "bool"; isReadonly: true }
Property { name: "buttonB"; type: "bool"; isReadonly: true }
Property { name: "buttonX"; type: "bool"; isReadonly: true }
Property { name: "buttonY"; type: "bool"; isReadonly: true }
Property { name: "buttonL1"; type: "bool"; isReadonly: true }
Property { name: "buttonR1"; type: "bool"; isReadonly: true }
Property { name: "buttonL2"; type: "double"; isReadonly: true }
Property { name: "buttonR2"; type: "double"; isReadonly: true }
Property { name: "buttonSelect"; type: "bool"; isReadonly: true }
Property { name: "buttonStart"; type: "bool"; isReadonly: true }
Property { name: "buttonL3"; type: "bool"; isReadonly: true }
Property { name: "buttonR3"; type: "bool"; isReadonly: true }
Property { name: "buttonUp"; type: "bool"; isReadonly: true }
Property { name: "buttonDown"; type: "bool"; isReadonly: true }
Property { name: "buttonLeft"; type: "bool"; isReadonly: true }
Property { name: "buttonRight"; type: "bool"; isReadonly: true }
Property { name: "buttonGuide"; type: "bool"; isReadonly: true }
Signal {
name: "indexChanged"
Parameter { name: "value"; type: "int" }
}
Signal {
name: "connectedChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "nameChanged"
Parameter { name: "value"; type: "string" }
}
Signal {
name: "axisLeftXChanged"
Parameter { name: "value"; type: "double" }
}
Signal {
name: "axisLeftYChanged"
Parameter { name: "value"; type: "double" }
}
Signal {
name: "axisRightXChanged"
Parameter { name: "value"; type: "double" }
}
Signal {
name: "axisRightYChanged"
Parameter { name: "value"; type: "double" }
}
Signal {
name: "buttonAChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonBChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonXChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonYChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonL1Changed"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonR1Changed"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonL2Changed"
Parameter { name: "value"; type: "double" }
}
Signal {
name: "buttonR2Changed"
Parameter { name: "value"; type: "double" }
}
Signal {
name: "buttonSelectChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonStartChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonL3Changed"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonR3Changed"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonUpChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonDownChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonLeftChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonRightChanged"
Parameter { name: "value"; type: "bool" }
}
Signal {
name: "buttonGuideChanged"
Parameter { name: "value"; type: "bool" }
}
Method {
name: "setIndex"
Parameter { name: "number"; type: "int" }
}
}
}

View File

@ -0,0 +1,225 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qgamepadmouseitem.h"
#include <cmath>
#include <QtGamepad/QGamepad>
#include <QtGui/QWindow>
#include <QtQuick/QQuickWindow>
#include <QtGui/QGuiApplication>
QT_BEGIN_NAMESPACE
QGamepadMouseItem::QGamepadMouseItem(QQuickItem *parent)
: QQuickItem(parent)
, m_active(false)
, m_gamepad(0)
, m_joystick(QGamepadMouseItem::LeftStick)
, m_deadZoneSize(0.1)
{
m_updateTimer.setInterval(16);
connect(&m_updateTimer, SIGNAL(timeout()), this, SLOT(updateMousePostion()));
}
bool QGamepadMouseItem::active() const
{
return m_active;
}
QGamepad *QGamepadMouseItem::gamepad() const
{
return m_gamepad;
}
QGamepadMouseItem::GamepadJoystick QGamepadMouseItem::joystick() const
{
return m_joystick;
}
double QGamepadMouseItem::deadZoneSize() const
{
return m_deadZoneSize;
}
QPointF QGamepadMouseItem::mousePosition() const
{
return m_mousePosition;
}
void QGamepadMouseItem::setActive(bool arg)
{
if (m_active != arg) {
m_active = arg;
if (m_active) {
m_deltaTimer.start();
m_updateTimer.start();
} else {
m_updateTimer.stop();
m_deltaTimer.invalidate();
}
emit activeChanged(arg);
}
}
void QGamepadMouseItem::setGamepad(QGamepad *gamepad)
{
if (m_gamepad != gamepad) {
m_gamepad = gamepad;
emit gamepadChanged(gamepad);
}
}
void QGamepadMouseItem::setJoystick(QGamepadMouseItem::GamepadJoystick joystick)
{
if (m_joystick != joystick) {
m_joystick = joystick;
emit joystickChanged(joystick);
}
}
void QGamepadMouseItem::setDeadZoneSize(double size)
{
if (m_deadZoneSize != size) {
m_deadZoneSize = size;
emit deadZoneSizeChanged(size);
}
}
void QGamepadMouseItem::mouseButtonPressed(int button)
{
processMouseButtonEvent(true, (Qt::MouseButton)button);
}
void QGamepadMouseItem::mouseButtonReleased(int button)
{
processMouseButtonEvent(false, (Qt::MouseButton)button);
}
void QGamepadMouseItem::updateMousePostion()
{
//Get the delta from the last call
qint64 delta = m_deltaTimer.restart();
//Don't bother when there is not gamepad to read from
if (!m_gamepad || !m_gamepad->isConnected())
return;
double xVelocity = 0.0;
double yVelocity = 0.0;
if (m_joystick == QGamepadMouseItem::LeftStick) {
xVelocity = m_gamepad->axisLeftX();
yVelocity = m_gamepad->axisLeftY();
} else if (m_joystick == QGamepadMouseItem::RightStick) {
xVelocity = m_gamepad->axisRightX();
yVelocity = m_gamepad->axisRightY();
} else { //The greatest of both
if (std::abs(m_gamepad->axisLeftX()) > std::abs(m_gamepad->axisRightX()))
xVelocity = m_gamepad->axisLeftX();
else
xVelocity = m_gamepad->axisRightX();
if (std::abs(m_gamepad->axisLeftY()) > std::abs(m_gamepad->axisRightY()))
yVelocity = m_gamepad->axisLeftY();
else
yVelocity = m_gamepad->axisRightY();
}
//Check for deadzone limits]
if (std::abs(xVelocity) < m_deadZoneSize)
xVelocity = 0.0;
if (std::abs(yVelocity) < m_deadZoneSize)
yVelocity = 0.0;
if (xVelocity == 0.0 && yVelocity == 0.0)
return;
double newXPosition = m_mousePosition.x() + xVelocity * delta;
double newYPosition = m_mousePosition.y() + yVelocity * delta;
//Check bounds
if (newXPosition < 0)
newXPosition = 0;
else if (newXPosition > width())
newXPosition = width();
if (newYPosition < 0)
newYPosition = 0;
else if (newYPosition > height())
newYPosition = height();
m_mousePosition = QPointF(newXPosition, newYPosition);
emit mousePositionChanged(m_mousePosition);
}
void QGamepadMouseItem::processMouseMoveEvent(QPointF position)
{
QMouseEvent *mouseEvent = new QMouseEvent(QEvent::MouseMove, mapToScene(position), Qt::NoButton, m_mouseButtons, Qt::NoModifier);
sendGeneratedMouseEvent(mouseEvent);
}
void QGamepadMouseItem::processMouseButtonEvent(bool isPressed, Qt::MouseButton button)
{
QMouseEvent *event;
if (isPressed) {
m_mouseButtons |= button;
event = new QMouseEvent(QEvent::MouseButtonPress, mapToScene(m_mousePosition), button, m_mouseButtons, Qt::NoModifier);
} else {
m_mouseButtons ^= button;
event = new QMouseEvent(QEvent::MouseButtonRelease, mapToScene(m_mousePosition), button, m_mouseButtons, Qt::NoModifier);
}
sendGeneratedMouseEvent(event);
}
void QGamepadMouseItem::geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry)
{
QQuickItem::geometryChanged(newGeometry, oldGeometry);
m_mousePosition = newGeometry.center();
}
void QGamepadMouseItem::sendGeneratedMouseEvent(QMouseEvent *event)
{
if (!m_active || !this->window()) {
delete event;
return;
}
QWindow *window = qobject_cast<QWindow*>(this->window());
if (window)
QGuiApplication::sendEvent(window, event);
}
QT_END_NAMESPACE

View File

@ -0,0 +1,117 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QGAMEPADMOUSEITEM_H
#define QGAMEPADMOUSEITEM_H
#include <QtQuick/QQuickItem>
#include <QtCore/QTimer>
#include <QtCore/QElapsedTimer>
QT_BEGIN_NAMESPACE
class QGamepad;
class QGamepadManager;
class QGamepadMouseItem : public QQuickItem
{
Q_OBJECT
Q_ENUMS(GamepadJoystick)
Q_PROPERTY(bool active READ active WRITE setActive NOTIFY activeChanged)
Q_PROPERTY(QGamepad* gamepad READ gamepad WRITE setGamepad NOTIFY gamepadChanged)
Q_PROPERTY(GamepadJoystick joystick READ joystick WRITE setJoystick NOTIFY joystickChanged)
Q_PROPERTY(double deadZoneSize READ deadZoneSize WRITE setDeadZoneSize NOTIFY deadZoneSizeChanged)
Q_PROPERTY(QPointF mousePosition READ mousePosition NOTIFY mousePositionChanged)
public:
enum GamepadJoystick {
LeftStick,
RightStick,
Both
};
explicit QGamepadMouseItem(QQuickItem *parent = 0);
bool active() const;
QGamepad* gamepad() const;
GamepadJoystick joystick() const;
double deadZoneSize() const;
QPointF mousePosition() const;
signals:
void activeChanged(bool isActive);
void gamepadChanged(QGamepad* gamepad);
void joystickChanged(GamepadJoystick joystick);
void deadZoneSizeChanged(double size);
void mousePositionChanged(QPointF position);
public slots:
void setActive(bool arg);
void setGamepad(QGamepad* gamepad);
void setJoystick(GamepadJoystick joystick);
void setDeadZoneSize(double size);
void mouseButtonPressed(int button);
void mouseButtonReleased(int button);
private slots:
void updateMousePostion();
void processMouseMoveEvent(QPointF position);
void processMouseButtonEvent(bool isPressed, Qt::MouseButton button = Qt::LeftButton);
protected:
void geometryChanged(const QRectF &newGeometry, const QRectF &oldGeometry);
private:
void sendGeneratedMouseEvent(QMouseEvent *event);
QPointF m_mousePosition;
QTimer m_updateTimer;
QElapsedTimer m_deltaTimer;
Qt::MouseButtons m_mouseButtons;
bool m_active;
QGamepad* m_gamepad;
GamepadJoystick m_joystick;
double m_deadZoneSize;
};
QT_END_NAMESPACE
#endif // QGAMEPADMOUSEITEM_H

View File

@ -0,0 +1,4 @@
module QtGamepad
plugin declarative_gamepad
typeinfo plugins.qmltypes
classname QGamepadModule

View File

@ -0,0 +1,70 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QtQml/qqmlextensionplugin.h>
#include <QtQml/qqml.h>
#include <QtGamepad/QGamepad>
#include <QtGamepad/QGamepadKeyNavigation>
#include "qgamepadmouseitem.h"
QT_BEGIN_NAMESPACE
class QGamepadModule : public QQmlExtensionPlugin
{
Q_OBJECT
Q_PLUGIN_METADATA(IID "org.qt-project.Qt.QQmlExtensionInterface/1.0")
public:
void registerTypes(const char *uri)
{
Q_ASSERT(QLatin1String(uri) == QLatin1String("QtGamepad"));
qmlRegisterType<QGamepad>(uri, 1, 0, "Gamepad");
qmlRegisterType<QGamepadKeyNavigation>(uri, 1, 0, "GamepadKeyNavigation");
qmlRegisterType<QGamepadMouseItem>(uri, 1, 0, "GamepadMouseItem");
}
void initializeEngine(QQmlEngine *engine, const char *uri)
{
Q_UNUSED(uri);
Q_UNUSED(engine);
}
};
QT_END_NAMESPACE
#include "qtgamepad.moc"

2
src/imports/imports.pro Normal file
View File

@ -0,0 +1,2 @@
TEMPLATE = subdirs
SUBDIRS += gamepad

View File

@ -0,0 +1,3 @@
{
"Keys": [ "evdev" ]
}

View File

@ -0,0 +1,14 @@
TARGET = evdevgamepad
QT += core-private platformsupport-private gamepad gamepad-private
PLUGIN_TYPE = gamepads
PLUGIN_CLASS_NAME = QEvdevGamepadBackendPlugin
load(qt_plugin)
HEADERS += qevdevgamepadbackend_p.h
SOURCES += \
qevdevgamepadbackend.cpp \
main.cpp
OTHER_FILES += \
evdev.json

View File

@ -0,0 +1,62 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QtGamepad/private/qgamepadbackendfactory_p.h>
#include <QtGamepad/private/qgamepadbackendplugin_p.h>
#include "qevdevgamepadbackend_p.h"
QT_BEGIN_NAMESPACE
class QEvdevGamepadBackendPlugin : public QGamepadBackendPlugin
{
Q_OBJECT
Q_PLUGIN_METADATA(IID QtGamepadBackendFactoryInterface_iid FILE "evdev.json")
public:
QGamepadBackend *create(const QString &key, const QStringList &paramList) Q_DECL_OVERRIDE;
};
QGamepadBackend *QEvdevGamepadBackendPlugin::create(const QString &key, const QStringList &paramList)
{
Q_UNUSED(key)
Q_UNUSED(paramList)
return new QEvdevGamepadBackend;
}
QT_END_NAMESPACE
#include "main.moc"

View File

@ -0,0 +1,404 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qevdevgamepadbackend_p.h"
#include <QtCore/QSocketNotifier>
#include <QtCore/QLoggingCategory>
#include <QtPlatformSupport/private/qdevicediscovery_p.h>
#include <QtCore/private/qcore_unix_p.h>
#include <linux/input.h>
QT_BEGIN_NAMESPACE
Q_LOGGING_CATEGORY(lcEGB, "qt.gamepad")
QEvdevGamepadBackend::QEvdevGamepadBackend()
: m_nextIndex(0)
{
}
bool QEvdevGamepadBackend::start()
{
qCDebug(lcEGB) << "start";
QByteArray device = qgetenv("QT_GAMEPAD_DEVICE");
if (device.isEmpty()) {
qCDebug(lcEGB) << "Using device discovery";
m_discovery = QDeviceDiscovery::create(QDeviceDiscovery::Device_Joystick, this);
if (m_discovery) {
QStringList devices = m_discovery->scanConnectedDevices();
foreach (const QString &devStr, devices) {
device = devStr.toUtf8();
m_devices.append(newDevice(device));
}
connect(m_discovery, SIGNAL(deviceDetected(QString)), this, SLOT(handleAddedDevice(QString)));
connect(m_discovery, SIGNAL(deviceRemoved(QString)), this, SLOT(handleRemovedDevice(QString)));
} else {
qWarning("No device specified, set QT_GAMEPAD_DEVICE");
return false;
}
} else {
qCDebug(lcEGB) << "Using device" << device;
m_devices.append(newDevice(device));
}
return true;
}
QEvdevGamepadDevice *QEvdevGamepadBackend::newDevice(const QByteArray &device)
{
qCDebug(lcEGB) << "Opening device" << device;
return new QEvdevGamepadDevice(device, this);
}
// To be called only when it is sure that there is a controller on-line.
int QEvdevGamepadBackend::indexForDevice(const QByteArray &device)
{
int index;
if (m_devIndex.contains(device)) {
index = m_devIndex[device];
} else {
index = m_nextIndex++;
m_devIndex[device] = index;
}
return index;
}
void QEvdevGamepadBackend::stop()
{
qCDebug(lcEGB) << "stop";
qDeleteAll(m_devices);
m_devices.clear();
}
void QEvdevGamepadBackend::handleAddedDevice(const QString &device)
{
// This does not imply that an actual controller is connected.
// When connecting the wireless receiver 4 devices will show up right away.
// Therefore gamepadAdded() will be emitted only later, when something is read.
qCDebug(lcEGB) << "Connected device" << device;
m_devices.append(newDevice(device.toUtf8()));
}
void QEvdevGamepadBackend::handleRemovedDevice(const QString &device)
{
qCDebug(lcEGB) << "Disconnected device" << device;
QByteArray dev = device.toUtf8();
for (int i = 0; i < m_devices.count(); ++i) {
if (m_devices[i]->deviceName() == dev) {
delete m_devices[i];
m_devices.removeAt(i);
break;
}
}
}
QEvdevGamepadDevice::QEvdevGamepadDevice(const QByteArray &dev, QEvdevGamepadBackend *backend)
: m_dev(dev),
m_backend(backend),
m_index(-1),
m_fd(-1),
m_notifier(0),
m_prevYHatButton(QGamepadManager::ButtonInvalid),
m_prevXHatButton(QGamepadManager::ButtonInvalid)
{
openDevice(dev);
}
QEvdevGamepadDevice::~QEvdevGamepadDevice()
{
if (m_fd != -1)
QT_CLOSE(m_fd);
if (m_index >= 0)
emit m_backend->gamepadRemoved(m_index);
}
bool QEvdevGamepadDevice::openDevice(const QByteArray &dev)
{
m_fd = QT_OPEN(dev.constData(), O_RDONLY | O_NDELAY, 0);
if (m_fd >= 0) {
m_notifier = new QSocketNotifier(m_fd, QSocketNotifier::Read, this);
connect(m_notifier, SIGNAL(activated(int)), this, SLOT(readData()));
qCDebug(lcEGB) << "Successfully opened" << dev;
} else {
qErrnoWarning(errno, "Gamepad: Cannot open input device %s", qPrintable(dev));
return false;
}
// Defaults. To be replaced with queried values below.
m_axisInfo.insert(ABS_X, AxisInfo(-32768, 32767));
m_axisInfo.insert(ABS_Y, AxisInfo(-32768, 32767));
m_axisInfo.insert(ABS_RX, AxisInfo(-32768, 32767));
m_axisInfo.insert(ABS_RY, AxisInfo(-32768, 32767));
m_axisInfo.insert(ABS_Z, AxisInfo(0, 255));
m_axisInfo.insert(ABS_RZ, AxisInfo(0, 255));
input_absinfo absInfo;
memset(&absInfo, 0, sizeof(input_absinfo));
if (ioctl(m_fd, EVIOCGABS(ABS_X), &absInfo) >= 0)
m_axisInfo.insert(ABS_X, AxisInfo(absInfo.minimum, absInfo.maximum));
if (ioctl(m_fd, EVIOCGABS(ABS_Y), &absInfo) >= 0)
m_axisInfo.insert(ABS_Y, AxisInfo(absInfo.minimum, absInfo.maximum));
if (ioctl(m_fd, EVIOCGABS(ABS_RX), &absInfo) >= 0)
m_axisInfo.insert(ABS_RX, AxisInfo(absInfo.minimum, absInfo.maximum));
if (ioctl(m_fd, EVIOCGABS(ABS_RY), &absInfo) >= 0)
m_axisInfo.insert(ABS_RY, AxisInfo(absInfo.minimum, absInfo.maximum));
if (ioctl(m_fd, EVIOCGABS(ABS_Z), &absInfo) >= 0)
m_axisInfo.insert(ABS_Z, AxisInfo(absInfo.minimum, absInfo.maximum));
if (ioctl(m_fd, EVIOCGABS(ABS_RZ), &absInfo) >= 0)
m_axisInfo.insert(ABS_RZ, AxisInfo(absInfo.minimum, absInfo.maximum));
qCDebug(lcEGB) << "Axis limits:" << m_axisInfo;
return true;
}
QDebug operator<<(QDebug dbg, const QEvdevGamepadDevice::AxisInfo &axisInfo)
{
dbg.nospace() << "AxisInfo(min=" << axisInfo.minValue << ", max=" << axisInfo.maxValue << ")";
return dbg.space();
}
void QEvdevGamepadDevice::readData()
{
input_event buffer[32];
int events = 0, n = 0;
for (; ;) {
events = QT_READ(m_fd, reinterpret_cast<char*>(buffer) + n, sizeof(buffer) - n);
if (events <= 0)
goto err;
n += events;
if (n % sizeof(::input_event) == 0)
break;
}
n /= sizeof(::input_event);
for (int i = 0; i < n; ++i)
processInputEvent(&buffer[i]);
return;
err:
if (!events) {
qWarning("Gamepad: Got EOF from input device");
return;
} else if (events < 0) {
if (errno != EINTR && errno != EAGAIN) {
qErrnoWarning(errno, "Gamepad: Could not read from input device");
if (errno == ENODEV) { // device got disconnected -> stop reading
delete m_notifier;
m_notifier = 0;
QT_CLOSE(m_fd);
m_fd = -1;
}
}
}
}
double QEvdevGamepadDevice::AxisInfo::normalized(int value) const
{
if (minValue >= 0)
return (value - minValue) / double(maxValue - minValue);
else
return 2 * (value - minValue) / double(maxValue - minValue) - 1.0;
}
void QEvdevGamepadDevice::processInputEvent(input_event *e)
{
if (m_index < 0) {
m_index = m_backend->indexForDevice(m_dev);
qCDebug(lcEGB) << "Adding gamepad" << m_dev << "with index" << m_index;
emit m_backend->gamepadAdded(m_index);
}
if (e->type == EV_KEY) {
const bool pressed = e->value;
QGamepadManager::GamepadButton btn = QGamepadManager::ButtonInvalid;
switch (e->code) {
case BTN_START:
btn = QGamepadManager::ButtonStart;
break;
case BTN_SELECT:
btn = QGamepadManager::ButtonSelect;
break;
case BTN_MODE:
btn = QGamepadManager::ButtonGuide;
break;
case BTN_X:
btn = QGamepadManager::ButtonX;
break;
case BTN_Y:
btn = QGamepadManager::ButtonY;
break;
case BTN_A:
btn = QGamepadManager::ButtonA;
break;
case BTN_B:
btn = QGamepadManager::ButtonB;
break;
case BTN_TL:
btn = QGamepadManager::ButtonL1;
break;
case BTN_TR:
btn = QGamepadManager::ButtonR1;
break;
case BTN_THUMB: // wireless
case BTN_THUMBL: // wired
btn = QGamepadManager::ButtonL3;
break;
case BTN_THUMBR:
btn = QGamepadManager::ButtonR3;
break;
// Directional buttons for wireless
case BTN_TRIGGER_HAPPY1:
btn = QGamepadManager::ButtonLeft;
break;
case BTN_TRIGGER_HAPPY2:
btn = QGamepadManager::ButtonRight;
break;
case BTN_TRIGGER_HAPPY3:
btn = QGamepadManager::ButtonUp;
break;
case BTN_TRIGGER_HAPPY4:
btn = QGamepadManager::ButtonDown;
break;
default:
break;
}
if (btn != QGamepadManager::ButtonInvalid) {
if (pressed)
emit m_backend->gamepadButtonPressed(m_index, btn, 1.0);
else
emit m_backend->gamepadButtonReleased(m_index, btn);
}
} else if (e->type == EV_ABS) {
if (e->code == ABS_HAT0X || e->code == ABS_HAT0Y) {
//Special logic for digital direction buttons as it is treated as a hat axis
//with the wired controller.
double value = m_axisInfo.value(e->code).normalized(e->value);
QGamepadManager::GamepadButton btn = QGamepadManager::ButtonInvalid;
bool pressed = false;
if (e->code == ABS_HAT0X) {
if (value == 1.0) {
btn = QGamepadManager::ButtonRight;
m_prevXHatButton = btn;
pressed = true;
} else if (value == -1.0) {
btn = QGamepadManager::ButtonLeft;
m_prevXHatButton = btn;
pressed = true;
} else {
//Release
btn = m_prevXHatButton;
m_prevXHatButton = QGamepadManager::ButtonInvalid;
pressed = false;
}
} else {
if (value == 1.0) {
btn = QGamepadManager::ButtonDown;
m_prevYHatButton = btn;
pressed = true;
} else if (value == -1.0) {
btn = QGamepadManager::ButtonUp;
m_prevYHatButton = btn;
pressed = true;
} else {
//Release
btn = m_prevYHatButton;
m_prevYHatButton = QGamepadManager::ButtonInvalid;
pressed = false;
}
}
if (btn != QGamepadManager::ButtonInvalid) {
if (pressed)
emit m_backend->gamepadButtonPressed(m_index, btn, 1.0);
else
emit m_backend->gamepadButtonReleased(m_index, btn);
}
} else {
QGamepadManager::GamepadAxis axis = QGamepadManager::AxisInvalid;
QGamepadManager::GamepadButton btn = QGamepadManager::ButtonInvalid;
switch (e->code) {
case ABS_X:
axis = QGamepadManager::AxisLeftX;
break;
case ABS_Y:
axis = QGamepadManager::AxisLeftY;
break;
case ABS_RX:
axis = QGamepadManager::AxisRightX;
break;
case ABS_RY:
axis = QGamepadManager::AxisRightY;
break;
case ABS_Z:
btn = QGamepadManager::ButtonL2;
break;
case ABS_RZ:
btn = QGamepadManager::ButtonR2;
break;
default:
break;
}
AxisInfo axisInfo = m_axisInfo.value(e->code);
const double value = axisInfo.normalized(e->value);
if (axis != QGamepadManager::AxisInvalid) {
emit m_backend->gamepadAxisMoved(m_index, axis, value);
} else if (btn != QGamepadManager::ButtonInvalid) {
if (!qFuzzyIsNull(value))
emit m_backend->gamepadButtonPressed(m_index, btn, value);
else
emit m_backend->gamepadButtonReleased(m_index, btn);
}
}
}
}
QT_END_NAMESPACE

View File

@ -0,0 +1,115 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QEVDEVGAMEPADCONTROLLER_H
#define QEVDEVGAMEPADCONTROLLER_H
#include <QtGamepad/QGamepadManager>
#include <QtGamepad/private/qgamepadbackend_p.h>
#include <QtCore/QHash>
#include <QtCore/QVector>
struct input_event;
QT_BEGIN_NAMESPACE
class QSocketNotifier;
class QDeviceDiscovery;
class QEvdevGamepadBackend;
class QEvdevGamepadDevice : public QObject
{
Q_OBJECT
public:
QEvdevGamepadDevice(const QByteArray &dev, QEvdevGamepadBackend *backend);
~QEvdevGamepadDevice();
QByteArray deviceName() const { return m_dev; }
private slots:
void readData();
private:
void processInputEvent(input_event *e);
bool openDevice(const QByteArray &dev);
QByteArray m_dev;
QEvdevGamepadBackend *m_backend;
int m_index;
int m_fd;
QSocketNotifier *m_notifier;
struct AxisInfo {
AxisInfo() : minValue(0), maxValue(1) { }
AxisInfo(int minValue, int maxValue) : minValue(minValue), maxValue(maxValue) { }
double normalized(int value) const;
int minValue;
int maxValue;
};
QHash<int, AxisInfo> m_axisInfo;
QGamepadManager::GamepadButton m_prevYHatButton;
QGamepadManager::GamepadButton m_prevXHatButton;
friend QDebug operator<<(QDebug dbg, const QEvdevGamepadDevice::AxisInfo &axisInfo);
};
QDebug operator<<(QDebug dbg, const QEvdevGamepadDevice::AxisInfo &axisInfo);
class QEvdevGamepadBackend : public QGamepadBackend
{
Q_OBJECT
public:
QEvdevGamepadBackend();
bool start() Q_DECL_OVERRIDE;
void stop() Q_DECL_OVERRIDE;
int indexForDevice(const QByteArray &device);
private slots:
void handleAddedDevice(const QString &device);
void handleRemovedDevice(const QString &device);
private:
QEvdevGamepadDevice *newDevice(const QByteArray &device);
QDeviceDiscovery *m_discovery;
QVector<QEvdevGamepadDevice *> m_devices;
QHash<QByteArray, int> m_devIndex;
int m_nextIndex;
};
QT_END_NAMESPACE
#endif // QEVDEVGAMEPADCONTROLLER_H

View File

@ -0,0 +1,4 @@
TEMPLATE = subdirs
config_sdl:SUBDIRS += sdl2
contains(QT_CONFIG, evdev): SUBDIRS += evdev
win32: !wince*: SUBDIRS += xinput

View File

@ -0,0 +1,61 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QtGamepad/private/qgamepadbackendfactory_p.h>
#include <QtGamepad/private/qgamepadbackendplugin_p.h>
#include "qsdlgamepadbackend_p.h"
QT_BEGIN_NAMESPACE
class QSdl2GamepadBackendPlugin : public QGamepadBackendPlugin
{
Q_OBJECT
Q_PLUGIN_METADATA(IID QtGamepadBackendFactoryInterface_iid FILE "sdl2.json")
public:
QGamepadBackend *create(const QString &key, const QStringList &paramList) Q_DECL_OVERRIDE;
};
QGamepadBackend *QSdl2GamepadBackendPlugin::create(const QString &key, const QStringList &paramList) {
Q_UNUSED(key)
Q_UNUSED(paramList)
return new QSdlGamepadBackend();
}
QT_END_NAMESPACE
#include "main.moc"

View File

@ -0,0 +1,186 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qsdlgamepadbackend_p.h"
#include <QtCore/QDebug>
#include <SDL.h>
QT_BEGIN_NAMESPACE
QSdlGamepadBackend::QSdlGamepadBackend(QObject *parent)
: QGamepadBackend(parent)
{
connect(&m_eventLoopTimer, SIGNAL(timeout()), this, SLOT(pumpSdlEventLoop()));
}
QSdlGamepadBackend::~QSdlGamepadBackend()
{
}
void QSdlGamepadBackend::pumpSdlEventLoop()
{
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_CONTROLLERAXISMOTION) {
SDL_ControllerAxisEvent axisEvent = event.caxis;
//qDebug() << axisEvent.timestamp << "Axis Event: " << axisEvent.which << axisEvent.axis << axisEvent.value;
double value;
if (axisEvent.value >= 0)
value = axisEvent.value / 32767.0;
else
value = axisEvent.value / 32768.0;
switch (axisEvent.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisLeftX, value);
break;
case SDL_CONTROLLER_AXIS_LEFTY:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisLeftY, value);
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisRightX, value);
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
emit gamepadAxisMoved(m_instanceIdForIndex[axisEvent.which], QGamepadManager::AxisRightY, value);
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
if (value == 0)
emit gamepadButtonReleased(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonL2);
else
emit gamepadButtonPressed(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonL2, value);
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
if (value == 0)
emit gamepadButtonReleased(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonR2);
else
emit gamepadButtonPressed(m_instanceIdForIndex[axisEvent.which], QGamepadManager::ButtonR2, value);
break;
default:
break;
}
} else if (event.type == SDL_CONTROLLERBUTTONDOWN) {
SDL_ControllerButtonEvent buttonEvent = event.cbutton;
//qDebug() << buttonEvent.timestamp << "Button Press: " << buttonEvent.which << buttonEvent.button << buttonEvent.state;
emit gamepadButtonPressed(m_instanceIdForIndex[buttonEvent.which], translateButton(buttonEvent.button), 1.0);
} else if (event.type == SDL_CONTROLLERBUTTONUP) {
SDL_ControllerButtonEvent buttonEvent = event.cbutton;
//qDebug() << buttonEvent.timestamp << "Button Release: " << buttonEvent.which << buttonEvent.button << buttonEvent.state;
emit gamepadButtonReleased(m_instanceIdForIndex[buttonEvent.which], translateButton(buttonEvent.button));
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
SDL_ControllerDeviceEvent deviceEvent = event.cdevice;
//qDebug() << deviceEvent.timestamp << "Controller Added: " << deviceEvent.which;
SDL_GameController *controller = SDL_GameControllerOpen(deviceEvent.which);
if (controller) {
m_indexForController.insert(deviceEvent.which, controller);
int instanceID = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller));
m_instanceIdForIndex.insert(instanceID, deviceEvent.which);
//qDebug() << "Controller " << deviceEvent.which << " added with instanceId: " << instanceID;
emit gamepadAdded(deviceEvent.which);
}
} else if (event.type == SDL_CONTROLLERDEVICEREMOVED) {
SDL_ControllerDeviceEvent deviceEvent = event.cdevice;
int index = m_instanceIdForIndex[deviceEvent.which];
SDL_GameControllerClose(m_indexForController[index]);
emit gamepadRemoved(index);
m_indexForController.remove(index);
m_instanceIdForIndex.remove(deviceEvent.which);
} else if (event.type == SDL_CONTROLLERDEVICEREMAPPED) {
//SDL_ControllerDeviceEvent deviceEvent = event.cdevice;
//qDebug() << deviceEvent.timestamp << "Controller Remapped: " << deviceEvent.which;
}
}
}
bool QSdlGamepadBackend::start()
{
//Initialize SDL with necessary subsystems for gamepad support
if (SDL_Init(SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK)) {
qDebug() << SDL_GetError();
return false;
}
m_eventLoopTimer.start(16);
return true;
}
void QSdlGamepadBackend::stop()
{
m_eventLoopTimer.stop();
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_JOYSTICK);
}
QGamepadManager::GamepadButton QSdlGamepadBackend::translateButton(int button)
{
switch (button) {
case SDL_CONTROLLER_BUTTON_A:
return QGamepadManager::ButtonA;
case SDL_CONTROLLER_BUTTON_B:
return QGamepadManager::ButtonB;
case SDL_CONTROLLER_BUTTON_X:
return QGamepadManager::ButtonX;
case SDL_CONTROLLER_BUTTON_Y:
return QGamepadManager::ButtonY;
case SDL_CONTROLLER_BUTTON_BACK:
return QGamepadManager::ButtonSelect;
case SDL_CONTROLLER_BUTTON_GUIDE:
return QGamepadManager::ButtonGuide;
case SDL_CONTROLLER_BUTTON_START:
return QGamepadManager::ButtonStart;
case SDL_CONTROLLER_BUTTON_LEFTSTICK:
return QGamepadManager::ButtonL3;
case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
return QGamepadManager::ButtonR3;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
return QGamepadManager::ButtonL1;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
return QGamepadManager::ButtonR1;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
return QGamepadManager::ButtonUp;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
return QGamepadManager::ButtonDown;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
return QGamepadManager::ButtonLeft;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
return QGamepadManager::ButtonRight;
default:
return QGamepadManager::ButtonInvalid;
}
}
QT_END_NAMESPACE

View File

@ -0,0 +1,74 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QSDLGAMEPADCONTROLLER_H
#define QSDLGAMEPADCONTROLLER_H
#include <QtCore/QTimer>
#include <QtCore/QMap>
#include <SDL_gamecontroller.h>
#include <QtGamepad/QGamepadManager>
#include <QtGamepad/private/qgamepadbackend_p.h>
QT_BEGIN_NAMESPACE
class QSdlGamepadBackend : public QGamepadBackend
{
Q_OBJECT
public:
explicit QSdlGamepadBackend(QObject *parent = 0);
~QSdlGamepadBackend();
private slots:
void pumpSdlEventLoop();
protected:
bool start();
void stop();
private:
QGamepadManager::GamepadButton translateButton(int button);
QTimer m_eventLoopTimer;
QMap<int, SDL_GameController*> m_indexForController;
QMap<int, int> m_instanceIdForIndex;
};
QT_END_NAMESPACE
#endif // QSDLGAMEPADCONTROLLER_H

View File

@ -0,0 +1,3 @@
{
"Keys": [ "sdl2" ]
}

View File

@ -0,0 +1,27 @@
TARGET = sdl2gamepad
QT += gamepad gamepad-private
PLUGIN_TYPE = gamepads
PLUGIN_CLASS_NAME = QSdl2GamepadBackendPlugin
load(qt_plugin)
osx {
INCLUDEPATH += /Library/Frameworks/SDL2.framework/Headers
LIBS += -F/Library/Frameworks/ -framework SDL2
}
unix:!osx{
CONFIG += link_pkgconfig
PKGCONFIG += sdl2
}
win32: LIBS += -lSDL2
HEADERS += qsdlgamepadbackend_p.h
SOURCES += \
qsdlgamepadbackend.cpp \
main.cpp
OTHER_FILES += \
sdl2.json

View File

@ -0,0 +1,62 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QtGamepad/private/qgamepadbackendfactory_p.h>
#include <QtGamepad/private/qgamepadbackendplugin_p.h>
#include "qxinputgamepadbackend_p.h"
QT_BEGIN_NAMESPACE
class QXInputGamepadBackendPlugin : public QGamepadBackendPlugin
{
Q_OBJECT
Q_PLUGIN_METADATA(IID QtGamepadBackendFactoryInterface_iid FILE "xinput.json")
public:
QGamepadBackend *create(const QString &key, const QStringList &paramList) Q_DECL_OVERRIDE;
};
QGamepadBackend *QXInputGamepadBackendPlugin::create(const QString &key, const QStringList &paramList)
{
Q_UNUSED(key)
Q_UNUSED(paramList)
return new QXInputGamepadBackend;
}
QT_END_NAMESPACE
#include "main.moc"

View File

@ -0,0 +1,291 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include "qxinputgamepadbackend_p.h"
#include <QtCore/QLoggingCategory>
#include <QtCore/QThread>
#include <qmath.h>
#include <windows.h>
QT_BEGIN_NAMESPACE
Q_LOGGING_CATEGORY(lcXGB, "qt.gamepad")
#define POLL_SLEEP_MS 5
#define POLL_SLOT_CHECK_MS 4000
#define XUSER_MAX_COUNT 4
#define XINPUT_GAMEPAD_DPAD_UP 0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
#define XINPUT_GAMEPAD_START 0x0010
#define XINPUT_GAMEPAD_BACK 0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
#define XINPUT_GAMEPAD_A 0x1000
#define XINPUT_GAMEPAD_B 0x2000
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
#define XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE 7849
#define XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE 8689
#define XINPUT_GAMEPAD_TRIGGER_THRESHOLD 30
struct XINPUT_GAMEPAD
{
unsigned short wButtons;
unsigned char bLeftTrigger;
unsigned char bRightTrigger;
short sThumbLX;
short sThumbLY;
short sThumbRX;
short sThumbRY;
};
struct XINPUT_STATE
{
unsigned long dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
};
typedef DWORD (WINAPI *XInputGetState_t)(DWORD dwUserIndex, XINPUT_STATE *pState);
static XInputGetState_t XInputGetState;
class QXInputThread : public QThread
{
public:
QXInputThread(QXInputGamepadBackend *backend);
void run() Q_DECL_OVERRIDE;
void signalQuit() { m_quit.fetchAndStoreAcquire(1); }
private:
void dispatch(int idx, XINPUT_GAMEPAD *state);
QXInputGamepadBackend *m_backend;
QAtomicInt m_quit;
struct Controller {
bool connected;
int skippedPolls;
unsigned long lastPacketNumber;
// State cache. Only want to emit signals for values that really change.
unsigned short buttons;
unsigned char triggers[2];
double axis[2][2];
} m_controllers[XUSER_MAX_COUNT];
};
QXInputThread::QXInputThread(QXInputGamepadBackend *backend)
: m_backend(backend),
m_quit(false)
{
memset(m_controllers, 0, sizeof(m_controllers));
}
void QXInputThread::dispatch(int idx, XINPUT_GAMEPAD *state)
{
static const struct ButtonMap {
unsigned short xbutton;
QGamepadManager::GamepadButton qbutton;
} buttonMap[] = {
{ XINPUT_GAMEPAD_DPAD_UP, QGamepadManager::ButtonUp },
{ XINPUT_GAMEPAD_DPAD_DOWN, QGamepadManager::ButtonDown },
{ XINPUT_GAMEPAD_DPAD_LEFT, QGamepadManager::ButtonLeft },
{ XINPUT_GAMEPAD_DPAD_RIGHT, QGamepadManager::ButtonRight },
{ XINPUT_GAMEPAD_START, QGamepadManager::ButtonStart },
{ XINPUT_GAMEPAD_BACK, QGamepadManager::ButtonSelect },
{ XINPUT_GAMEPAD_LEFT_SHOULDER, QGamepadManager::ButtonL1 },
{ XINPUT_GAMEPAD_RIGHT_SHOULDER, QGamepadManager::ButtonR1 },
{ XINPUT_GAMEPAD_LEFT_THUMB, QGamepadManager::ButtonL3 },
{ XINPUT_GAMEPAD_RIGHT_THUMB, QGamepadManager::ButtonR3 },
{ XINPUT_GAMEPAD_A, QGamepadManager::ButtonA },
{ XINPUT_GAMEPAD_B, QGamepadManager::ButtonB },
{ XINPUT_GAMEPAD_X, QGamepadManager::ButtonX },
{ XINPUT_GAMEPAD_Y, QGamepadManager::ButtonY }
};
for (int i = 0; i < sizeof(buttonMap) / sizeof(ButtonMap); ++i) {
const unsigned short xb = buttonMap[i].xbutton;
unsigned short isDown = state->wButtons & xb;
if (isDown != (m_controllers[idx].buttons & xb)) {
if (isDown) {
m_controllers[idx].buttons |= xb;
emit m_backend->gamepadButtonPressed(idx, buttonMap[i].qbutton, 1);
} else {
m_controllers[idx].buttons &= ~xb;
emit m_backend->gamepadButtonReleased(idx, buttonMap[i].qbutton);
}
}
}
if (m_controllers[idx].triggers[0] != state->bLeftTrigger) {
m_controllers[idx].triggers[0] = state->bLeftTrigger;
const double value = state->bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD
? (state->bLeftTrigger - XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
/ (255.0 - XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
: 0.0;
if (!qFuzzyIsNull(value))
emit m_backend->gamepadButtonPressed(idx, QGamepadManager::ButtonL2, value);
else
emit m_backend->gamepadButtonReleased(idx, QGamepadManager::ButtonL2);
}
if (m_controllers[idx].triggers[1] != state->bRightTrigger) {
m_controllers[idx].triggers[1] = state->bRightTrigger;
const double value = state->bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD
? (state->bRightTrigger - XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
/ (255.0 - XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
: 0.0;
if (!qFuzzyIsNull(value))
emit m_backend->gamepadButtonPressed(idx, QGamepadManager::ButtonR2, value);
else
emit m_backend->gamepadButtonReleased(idx, QGamepadManager::ButtonR2);
}
double x, y;
if (qSqrt(state->sThumbLX * state->sThumbLX + state->sThumbLY * state->sThumbLY) > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
x = 2 * (state->sThumbLX + 32768.0) / 65535.0 - 1.0;
y = 2 * (-state->sThumbLY + 32768.0) / 65535.0 - 1.0;
} else {
x = y = 0;
}
if (m_controllers[idx].axis[0][0] != x) {
m_controllers[idx].axis[0][0] = x;
emit m_backend->gamepadAxisMoved(idx, QGamepadManager::AxisLeftX, x);
}
if (m_controllers[idx].axis[0][1] != y) {
m_controllers[idx].axis[0][1] = y;
emit m_backend->gamepadAxisMoved(idx, QGamepadManager::AxisLeftY, y);
}
if (qSqrt(state->sThumbRX * state->sThumbRX + state->sThumbRY * state->sThumbRY) > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
x = 2 * (state->sThumbRX + 32768.0) / 65535.0 - 1.0;
y = 2 * (-state->sThumbRY + 32768.0) / 65535.0 - 1.0;
} else {
x = y = 0;
}
if (m_controllers[idx].axis[1][0] != x) {
m_controllers[idx].axis[1][0] = x;
emit m_backend->gamepadAxisMoved(idx, QGamepadManager::AxisRightX, x);
}
if (m_controllers[idx].axis[1][1] != y) {
m_controllers[idx].axis[1][1] = y;
emit m_backend->gamepadAxisMoved(idx, QGamepadManager::AxisRightY, y);
}
}
void QXInputThread::run()
{
qCDebug(lcXGB, "XInput thread running");
bool firstPoll = true;
while (!m_quit.testAndSetAcquire(1, 0)) {
for (int i = 0; i < XUSER_MAX_COUNT; ++i) {
Controller *controller = m_controllers + i;
if (!firstPoll && !controller->connected && controller->skippedPolls < POLL_SLOT_CHECK_MS / POLL_SLEEP_MS) {
controller->skippedPolls++;
continue;
}
firstPoll = false;
controller->skippedPolls = 0;
XINPUT_STATE state;
memset(&state, 0, sizeof(state));
if (XInputGetState(i, &state) == ERROR_SUCCESS) {
if (controller->connected) {
if (controller->lastPacketNumber != state.dwPacketNumber) {
controller->lastPacketNumber = state.dwPacketNumber;
dispatch(i, &state.Gamepad);
}
} else {
controller->connected = true;
controller->lastPacketNumber = state.dwPacketNumber;
emit m_backend->gamepadAdded(i);
dispatch(i, &state.Gamepad);
}
} else {
if (controller->connected) {
controller->connected = false;
emit m_backend->gamepadRemoved(i);
}
}
}
Sleep(POLL_SLEEP_MS);
}
qCDebug(lcXGB, "XInput thread stopping");
}
QXInputGamepadBackend::QXInputGamepadBackend()
: m_thread(0)
{
}
bool QXInputGamepadBackend::start()
{
qCDebug(lcXGB) << "start";
m_lib.setFileName(QStringLiteral("xinput1_4.dll"));
if (!m_lib.load()) {
m_lib.setFileName(QStringLiteral("xinput1_3.dll"));
m_lib.load();
}
if (m_lib.isLoaded()) {
qCDebug(lcXGB, "Loaded XInput library %s", qPrintable(m_lib.fileName()));
XInputGetState = (XInputGetState_t) m_lib.resolve("XInputGetState");
if (XInputGetState) {
m_thread = new QXInputThread(this);
m_thread->start();
} else {
qWarning("Failed to resolve XInputGetState");
}
} else {
qWarning("Failed to load XInput library %s", qPrintable(m_lib.fileName()));
}
return m_lib.isLoaded();
}
void QXInputGamepadBackend::stop()
{
qCDebug(lcXGB) << "stop";
m_thread->signalQuit();
m_thread->wait();
XInputGetState = 0;
}
QT_END_NAMESPACE

View File

@ -0,0 +1,63 @@
/****************************************************************************
**
** Copyright (C) 2015 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the Qt Gamepad module
**
** $QT_BEGIN_LICENSE:LGPL3$
** 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 http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#ifndef QXINPUTGAMEPADCONTROLLER_H
#define QXINPUTGAMEPADCONTROLLER_H
#include <QtGamepad/QGamepadManager>
#include <QtGamepad/private/qgamepadbackend_p.h>
#include <QtCore/QLibrary>
QT_BEGIN_NAMESPACE
class QXInputThread;
class QXInputGamepadBackend : public QGamepadBackend
{
Q_OBJECT
public:
QXInputGamepadBackend();
bool start() Q_DECL_OVERRIDE;
void stop() Q_DECL_OVERRIDE;
private:
QXInputThread *m_thread;
QLibrary m_lib;
};
QT_END_NAMESPACE
#endif // QXINPUTGAMEPADCONTROLLER_H

View File

@ -0,0 +1,3 @@
{
"Keys": [ "xinput" ]
}

View File

@ -0,0 +1,14 @@
TARGET = xinputgamepad
QT += gamepad gamepad-private
PLUGIN_TYPE = gamepads
PLUGIN_CLASS_NAME = QXInputGamepadBackendPlugin
load(qt_plugin)
HEADERS += qxinputgamepadbackend_p.h
SOURCES += \
qxinputgamepadbackend.cpp \
main.cpp
OTHER_FILES += \
xinput.json

2
src/plugins/plugins.pro Normal file
View File

@ -0,0 +1,2 @@
TEMPLATE = subdirs
SUBDIRS += gamepads

11
src/src.pro Normal file
View File

@ -0,0 +1,11 @@
TEMPLATE = subdirs
CONFIG += ordered
SUBDIRS += \
gamepad \
plugins
qtHaveModule(quick) {
src_imports.subdir = imports
src_imports.depends = gamepad
SUBDIRS += src_imports
}

14
sync.profile Normal file
View File

@ -0,0 +1,14 @@
%modules = ( # path to module name map
"QtGamepad" => "$basedir/src/gamepad",
);
%moduleheaders = ( # restrict the module headers to those found in relative path
);
# Module dependencies.
# Every module that is required to build this module should have one entry.
# Each of the module version specifiers can take one of the following values:
# - A specific Git revision.
# - any git symbolic ref resolvable from the module's repository (e.g. "refs/heads/master" to track master branch)
#
%dependencies = (
"qtbase" => "refs/heads/master",
);

2
tests/auto/auto.pro Normal file
View File

@ -0,0 +1,2 @@
TEMPLATE = subdirs
SUBDIRS =

View File

@ -0,0 +1,12 @@
cmake_minimum_required(VERSION 2.8)
project(qmake_cmake_files)
enable_testing()
find_package(Qt5Core REQUIRED)
include("${_Qt5CTestMacros}")
test_module_includes(
)

Some files were not shown because too many files have changed in this diff Show More