gamepadmonitor.cpp Example File

simple/gamepadmonitor.cpp
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#include "gamepadmonitor.h" #include <QtGamepad/QGamepad> #include <QDebug> GamepadMonitor::GamepadMonitor(QObject *parent) : QObject(parent) , m_gamepad(0) { auto gamepads = QGamepadManager::instance()->connectedGamepads(); if (gamepads.isEmpty()) { return; } m_gamepad = new QGamepad(*gamepads.begin(), this); connect(m_gamepad, &QGamepad::axisLeftXChanged, this, [](double value){ qDebug() << "Left X" << value; }); connect(m_gamepad, &QGamepad::axisLeftYChanged, this, [](double value){ qDebug() << "Left Y" << value; }); connect(m_gamepad, &QGamepad::axisRightXChanged, this, [](double value){ qDebug() << "Right X" << value; }); connect(m_gamepad, &QGamepad::axisRightYChanged, this, [](double value){ qDebug() << "Right Y" << value; }); connect(m_gamepad, &QGamepad::buttonAChanged, this, [](bool pressed){ qDebug() << "Button A" << pressed; }); connect(m_gamepad, &QGamepad::buttonBChanged, this, [](bool pressed){ qDebug() << "Button B" << pressed; }); connect(m_gamepad, &QGamepad::buttonXChanged, this, [](bool pressed){ qDebug() << "Button X" << pressed; }); connect(m_gamepad, &QGamepad::buttonYChanged, this, [](bool pressed){ qDebug() << "Button Y" << pressed; }); connect(m_gamepad, &QGamepad::buttonL1Changed, this, [](bool pressed){ qDebug() << "Button L1" << pressed; }); connect(m_gamepad, &QGamepad::buttonR1Changed, this, [](bool pressed){ qDebug() << "Button R1" << pressed; }); connect(m_gamepad, &QGamepad::buttonL2Changed, this, [](double value){ qDebug() << "Button L2: " << value; }); connect(m_gamepad, &QGamepad::buttonR2Changed, this, [](double value){ qDebug() << "Button R2: " << value; }); connect(m_gamepad, &QGamepad::buttonSelectChanged, this, [](bool pressed){ qDebug() << "Button Select" << pressed; }); connect(m_gamepad, &QGamepad::buttonStartChanged, this, [](bool pressed){ qDebug() << "Button Start" << pressed; }); connect(m_gamepad, &QGamepad::buttonGuideChanged, this, [](bool pressed){ qDebug() << "Button Guide" << pressed; }); } GamepadMonitor::~GamepadMonitor() { delete m_gamepad; }