Update to SDL2

This commit is contained in:
Ryan Huffman 2014-10-10 17:03:10 -07:00
parent f5ee55bef4
commit 762cc71d31
6 changed files with 436 additions and 114 deletions

View file

@ -0,0 +1,249 @@
# Locate SDL2 library
# This module defines
# SDL2_LIBRARY, the name of the library to link against
# SDL2_FOUND, if false, do not try to link to SDL2
# SDL2_INCLUDE_DIR, where to find SDL.h
#
# This module responds to the the flag:
# SDL2_BUILDING_LIBRARY
# If this is defined, then no SDL2_main will be linked in because
# only applications need main().
# Otherwise, it is assumed you are building an application and this
# module will attempt to locate and set the the proper link flags
# as part of the returned SDL2_LIBRARY variable.
#
# Don't forget to include SDL2main.h and SDL2main.m your project for the
# OS X framework based version. (Other versions link to -lSDL2main which
# this module will try to find on your behalf.) Also for OS X, this
# module will automatically add the -framework Cocoa on your behalf.
#
#
# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your configuration
# and no SDL2_LIBRARY, it means CMake did not find your SDL2 library
# (SDL2.dll, libsdl2.so, SDL2.framework, etc).
# Set SDL2_LIBRARY_TEMP to point to your SDL2 library, and configure again.
# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this value
# as appropriate. These values are used to generate the final SDL2_LIBRARY
# variable, but when these values are unset, SDL2_LIBRARY does not get created.
#
#
# $SDL2 is an environment variable that would
# correspond to the ./configure --prefix=$SDL2
# used in building SDL2.
# l.e.galup 9-20-02
#
# Modified by Eric Wing.
# Added code to assist with automated building by using environmental variables
# and providing a more controlled/consistent search behavior.
# Added new modifications to recognize OS X frameworks and
# additional Unix paths (FreeBSD, etc).
# Also corrected the header search path to follow "proper" SDL2 guidelines.
# Added a search for SDL2main which is needed by some platforms.
# Added a search for threads which is needed by some platforms.
# Added needed compile switches for MinGW.
#
# On OSX, this will prefer the Framework version (if found) over others.
# People will have to manually change the cache values of
# SDL2_LIBRARY to override this selection or set the CMake environment
# CMAKE_INCLUDE_PATH to modify the search paths.
#
# Note that the header path has changed from SDL2/SDL.h to just SDL.h
# This needed to change because "proper" SDL2 convention
# is #include "SDL.h", not <SDL2/SDL.h>. This is done for portability
# reasons because not all systems place things in SDL2/ (see FreeBSD).
#
# Ported by Johnny Patterson. This is a literal port for SDL2 of the FindSDL.cmake
# module with the minor edit of changing "SDL" to "SDL2" where necessary. This
# was not created for redistribution, and exists temporarily pending official
# SDL2 CMake modules.
#
# Note that on windows this will only search for the 32bit libraries, to search
# for 64bit change x86/i686-w64 to x64/x86_64-w64
#=============================================================================
# Copyright 2003-2009 Kitware, Inc.
#
# CMake - Cross Platform Makefile Generator
# Copyright 2000-2014 Kitware, Inc.
# Copyright 2000-2011 Insight Software Consortium
# All rights reserved.
#
# 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 names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their 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
# HOLDER 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.
#
# This software is distributed WITHOUT ANY WARRANTY; without even the
# implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the License for more information.
#=============================================================================
# (To distribute this file outside of CMake, substitute the full
# License text for the above reference.)
FIND_PATH(SDL2_INCLUDE_DIR SDL.h
HINTS
$ENV{SDL2}
PATH_SUFFIXES include/SDL2 include SDL2
i686-w64-mingw32/include/SDL2
x86_64-w64-mingw32/include/SDL2
PATHS
~/Library/Frameworks
/Library/Frameworks
/usr/local/include/SDL2
/usr/include/SDL2
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
# Lookup the 64 bit libs on x64
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_LIBRARY_TEMP SDL2
HINTS
$ENV{SDL2}
PATH_SUFFIXES lib64 lib
lib/x64
x86_64-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
# On 32bit build find the 32bit libs
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2_LIBRARY_TEMP SDL2
HINTS
$ENV{SDL2}
PATH_SUFFIXES lib
lib/x86
i686-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
IF(NOT SDL2_BUILDING_LIBRARY)
IF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
# Non-OS X framework versions expect you to also dynamically link to
# SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms
# seem to provide SDL2main for compatibility even though they don't
# necessarily need it.
# Lookup the 64 bit libs on x64
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2}
PATH_SUFFIXES lib64 lib
lib/x64
x86_64-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
# On 32bit build find the 32bit libs
ELSE(CMAKE_SIZEOF_VOID_P EQUAL 8)
FIND_LIBRARY(SDL2MAIN_LIBRARY
NAMES SDL2main
HINTS
$ENV{SDL2}
PATH_SUFFIXES lib
lib/x86
i686-w64-mingw32/lib
PATHS
/sw
/opt/local
/opt/csw
/opt
)
ENDIF(CMAKE_SIZEOF_VOID_P EQUAL 8)
ENDIF(NOT ${SDL2_INCLUDE_DIR} MATCHES ".framework")
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# SDL2 may require threads on your system.
# The Apple build may not need an explicit flag because one of the
# frameworks may already provide it.
# But for non-OSX systems, I will use the CMake Threads package.
IF(NOT APPLE)
FIND_PACKAGE(Threads)
ENDIF(NOT APPLE)
# MinGW needs an additional library, mwindows
# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -lmwindows
# (Actually on second look, I think it only needs one of the m* libraries.)
IF(MINGW)
SET(MINGW32_LIBRARY mingw32 CACHE STRING "mwindows for MinGW")
ENDIF(MINGW)
SET(SDL2_FOUND "NO")
IF(SDL2_LIBRARY_TEMP)
# For SDL2main
IF(NOT SDL2_BUILDING_LIBRARY)
IF(SDL2MAIN_LIBRARY)
SET(SDL2_LIBRARY_TEMP ${SDL2MAIN_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(SDL2MAIN_LIBRARY)
ENDIF(NOT SDL2_BUILDING_LIBRARY)
# For OS X, SDL2 uses Cocoa as a backend so it must link to Cocoa.
# CMake doesn't display the -framework Cocoa string in the UI even
# though it actually is there if I modify a pre-used variable.
# I think it has something to do with the CACHE STRING.
# So I use a temporary variable until the end so I can set the
# "real" variable in one-shot.
IF(APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa")
ENDIF(APPLE)
# For threads, as mentioned Apple doesn't need this.
# In fact, there seems to be a problem if I used the Threads package
# and try using this line, so I'm just skipping it entirely for OS X.
IF(NOT APPLE)
SET(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT})
ENDIF(NOT APPLE)
# For MinGW library
IF(MINGW)
SET(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP})
ENDIF(MINGW)
# Set the final string here so the GUI reflects the final state.
SET(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL2 Library can be found")
# Set the temp variable to INTERNAL so it is not seen in the CMake GUI
SET(SDL2_LIBRARY_TEMP "${SDL2_LIBRARY_TEMP}" CACHE INTERNAL "")
SET(SDL2_FOUND "YES")
ENDIF(SDL2_LIBRARY_TEMP)
INCLUDE(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR)

View file

@ -2,7 +2,7 @@ set(TARGET_NAME interface)
project(${TARGET_NAME})
# set a default root dir for each of our optional externals if it was not passed
set(OPTIONAL_EXTERNALS "Faceplus" "Faceshift" "LibOVR" "PrioVR" "Sixense" "Visage" "LeapMotion" "RtMidi" "Qxmpp" "SDL")
set(OPTIONAL_EXTERNALS "Faceplus" "Faceshift" "LibOVR" "PrioVR" "Sixense" "Visage" "LeapMotion" "RtMidi" "Qxmpp" "SDL2")
foreach(EXTERNAL ${OPTIONAL_EXTERNALS})
string(TOUPPER ${EXTERNAL} ${EXTERNAL}_UPPERCASE)
if (NOT ${${EXTERNAL}_UPPERCASE}_ROOT_DIR)

View file

@ -15,13 +15,17 @@
#include "Joystick.h"
#ifdef HAVE_SDL
const float MAX_AXIS = 32767.0f;
Joystick::Joystick(const QString& name, SDL_Joystick* sdlJoystick) :
#ifdef HAVE_SDL2
Joystick::Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController) :
_instanceId(instanceId),
_name(name),
_axes(QVector<float>(SDL_JoystickNumAxes(sdlJoystick))),
_buttons(QVector<bool>(SDL_JoystickNumButtons(sdlJoystick))),
_sdlJoystick(sdlJoystick)
_sdlGameController(sdlGameController),
_sdlJoystick(SDL_GameControllerGetJoystick(_sdlGameController)),
_axes(QVector<float>(SDL_JoystickNumAxes(_sdlJoystick))),
_buttons(QVector<bool>(SDL_JoystickNumButtons(_sdlJoystick)))
{
}
@ -33,30 +37,24 @@ Joystick::~Joystick() {
}
void Joystick::closeJoystick() {
#ifdef HAVE_SDL
SDL_JoystickClose(_sdlJoystick);
#ifdef HAVE_SDL2
SDL_GameControllerClose(_sdlGameController);
#endif
}
void Joystick::update() {
#ifdef HAVE_SDL
// update our current values, emit a signal when there is a change
for (int j = 0; j < getNumAxes(); j++) {
float newValue = glm::round(SDL_JoystickGetAxis(_sdlJoystick, j) + 0.5f) / std::numeric_limits<short>::max();
if (_axes[j] != newValue) {
float oldValue = _axes[j];
_axes[j] = newValue;
emit axisValueChanged(j, newValue, oldValue);
}
}
for (int j = 0; j < getNumButtons(); j++) {
bool newValue = SDL_JoystickGetButton(_sdlJoystick, j);
if (_buttons[j] != newValue) {
bool oldValue = _buttons[j];
_buttons[j] = newValue;
emit buttonStateChanged(j, newValue, oldValue);
}
}
#ifdef HAVE_SDL2
void Joystick::handleAxisEvent(const SDL_ControllerAxisEvent& event) {
float oldValue = _axes[event.axis];
float newValue = event.value / MAX_AXIS;
_axes[event.axis] = newValue;
emit axisValueChanged(event.axis, newValue, oldValue);
}
void Joystick::handleButtonEvent(const SDL_ControllerButtonEvent& event) {
bool oldValue = _buttons[event.button];
bool newValue = event.state == SDL_PRESSED;
_buttons[event.button] = newValue;
emit buttonStateChanged(event.button, newValue, oldValue);
}
#endif
}

View file

@ -15,7 +15,7 @@
#include <qobject.h>
#include <qvector.h>
#ifdef HAVE_SDL
#ifdef HAVE_SDL2
#include <SDL.h>
#undef main
#endif
@ -24,6 +24,10 @@ class Joystick : public QObject {
Q_OBJECT
Q_PROPERTY(QString name READ getName)
#ifdef HAVE_SDL2
Q_PROPERTY(int instanceId READ getInstanceId)
#endif
Q_PROPERTY(int numAxes READ getNumAxes)
Q_PROPERTY(int numButtons READ getNumButtons)
@ -31,19 +35,21 @@ public:
Joystick();
~Joystick();
#ifdef HAVE_SDL
Joystick(const QString& name, SDL_Joystick* sdlJoystick);
#ifdef HAVE_SDL2
Joystick(SDL_JoystickID instanceId, const QString& name, SDL_GameController* sdlGameController);
#endif
void update();
void closeJoystick();
#ifdef HAVE_SDL
void setSDLJoystick(SDL_Joystick* sdlJoystick) { _sdlJoystick = sdlJoystick; }
#ifdef HAVE_SDL2
void handleAxisEvent(const SDL_ControllerAxisEvent& event);
void handleButtonEvent(const SDL_ControllerButtonEvent& event);
#endif
const QString& getName() const { return _name; }
#ifdef HAVE_SDL2
int getInstanceId() const { return _instanceId; }
#endif
const QVector<float>& getAxes() const { return _axes; }
const QVector<bool>& getButtons() const { return _buttons; }
@ -55,13 +61,15 @@ signals:
void axisValueChanged(int axis, float newValue, float oldValue);
void buttonStateChanged(int button, float newValue, float oldValue);
private:
#ifdef HAVE_SDL2
SDL_GameController* _sdlGameController;
SDL_Joystick* _sdlJoystick;
SDL_JoystickID _instanceId;
#endif
QString _name;
QVector<float> _axes;
QVector<bool> _buttons;
#ifdef HAVE_SDL
SDL_Joystick* _sdlJoystick;
#endif
};
#endif // hifi_JoystickTracker_h
#endif // hifi_JoystickTracker_h

View file

@ -10,8 +10,9 @@
//
#include <QtDebug>
#include <QScriptValue>
#ifdef HAVE_SDL
#ifdef HAVE_SDL2
#include <SDL.h>
#undef main
#endif
@ -20,104 +21,103 @@
#include "JoystickScriptingInterface.h"
#ifdef HAVE_SDL2
SDL_JoystickID getInstanceId(SDL_GameController* controller) {
SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
return SDL_JoystickInstanceID(joystick);
}
#endif
JoystickScriptingInterface& JoystickScriptingInterface::getInstance() {
static JoystickScriptingInterface sharedInstance;
return sharedInstance;
}
JoystickScriptingInterface::JoystickScriptingInterface() :
#ifdef HAVE_SDL2
_openJoysticks(),
_availableDeviceNames(),
#endif
_isInitialized(false)
{
reset();
#ifdef HAVE_SDL2
bool initSuccess = (SDL_Init(SDL_INIT_GAMECONTROLLER) == 0);
if (initSuccess) {
int joystickCount = SDL_NumJoysticks();
for (int i = 0; i < joystickCount; i++) {
SDL_GameController* controller = SDL_GameControllerOpen(i);
SDL_JoystickID id = getInstanceId(controller);
Joystick* joystick = new Joystick(id, SDL_GameControllerName(controller), controller);
_openJoysticks[id] = joystick;
}
_isInitialized = true;
} else {
qDebug() << "Error initializing SDL";
}
#endif
}
JoystickScriptingInterface::~JoystickScriptingInterface() {
#ifdef HAVE_SDL2
qDeleteAll(_openJoysticks);
#ifdef HAVE_SDL
SDL_Quit();
_isInitialized = false;
#endif
}
void JoystickScriptingInterface::reset() {
#ifdef HAVE_SDL
if (_isInitialized) {
_isInitialized = false;
// close all the open joysticks before we quit
foreach(Joystick* openJoystick, _openJoysticks) {
openJoystick->closeJoystick();
}
SDL_Quit();
}
bool initSuccess = (SDL_Init(SDL_INIT_JOYSTICK) == 0);
if (initSuccess) {
int joystickCount = SDL_NumJoysticks();
for (int i = 0; i < joystickCount; i++) {
_availableDeviceNames << SDL_JoystickName(i);
}
foreach(const QString& joystickName, _openJoysticks.keys()) {
_openJoysticks[joystickName]->setSDLJoystick(openSDLJoystickWithName(joystickName));
}
_isInitialized = true;
const QObjectList JoystickScriptingInterface::getAllJoysticks() const {
QObjectList objectList;
#ifdef HAVE_SDL2
const QList<Joystick*> joystickList = _openJoysticks.values();
for (int i = 0; i < joystickList.length(); i++) {
objectList << joystickList[i];
}
#endif
return objectList;
}
void JoystickScriptingInterface::update() {
#ifdef HAVE_SDL
#ifdef HAVE_SDL2
if (_isInitialized) {
PerformanceTimer perfTimer("JoystickScriptingInterface::update");
SDL_JoystickUpdate();
foreach(Joystick* joystick, _openJoysticks) {
joystick->update();
SDL_GameControllerUpdate();
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_CONTROLLERAXISMOTION) {
Joystick* joystick = _openJoysticks[event.caxis.which];
if (joystick) {
joystick->handleAxisEvent(event.caxis);
}
} else if (event.type == SDL_CONTROLLERBUTTONDOWN || event.type == SDL_CONTROLLERBUTTONUP) {
Joystick* joystick = _openJoysticks[event.cbutton.which];
if (joystick) {
joystick->handleButtonEvent(event.cbutton);
}
} else if (event.type == SDL_CONTROLLERDEVICEADDED) {
SDL_GameController* controller = SDL_GameControllerOpen(event.cdevice.which);
SDL_JoystickID id = getInstanceId(controller);
Joystick* joystick = new Joystick(id, SDL_GameControllerName(controller), controller);
_openJoysticks[id] = joystick;
emit joystickAdded(joystick);
} else if (event.type == SDL_CONTROLLERDEVICEREMOVED) {
Joystick* joystick = _openJoysticks[event.cdevice.which];
_openJoysticks.remove(event.cdevice.which);
emit joystickRemoved(joystick);
}
}
}
#endif
}
Joystick* JoystickScriptingInterface::joystickWithName(const QString& name) {
Joystick* matchingJoystick = _openJoysticks.value(name);
#ifdef HAVE_SDL
if (!matchingJoystick) {
SDL_Joystick* openSDLJoystick = openSDLJoystickWithName(name);
if (openSDLJoystick) {
matchingJoystick = _openJoysticks.insert(name, new Joystick(name, openSDLJoystick)).value();
} else {
qDebug() << "No matching joystick found with name" << name << "- returning NULL pointer.";
}
}
#endif
return matchingJoystick;
}
#ifdef HAVE_SDL2
#ifdef HAVE_SDL
SDL_Joystick* JoystickScriptingInterface::openSDLJoystickWithName(const QString &name) {
SDL_Joystick* JoystickScriptingInterface::openSDLJoystickWithName(const QString& name) {
// we haven't opened a joystick with this name yet - enumerate our SDL devices and see if it exists
int joystickCount = SDL_NumJoysticks();
for (int i = 0; i < joystickCount; i++) {
if (SDL_JoystickName(i) == name) {
return SDL_JoystickOpen(i);
break;
}
}
return NULL;
}

View file

@ -15,34 +15,101 @@
#include <QObject>
#include <QVector>
#ifdef HAVE_SDL2
#include <SDL.h>
#endif
#include "devices/Joystick.h"
/// Handles joystick input through SDL.
class JoystickScriptingInterface : public QObject {
Q_OBJECT
Q_PROPERTY(QStringList availableJoystickNames READ getAvailableJoystickNames)
#ifdef HAVE_SDL2
Q_PROPERTY(int AXIS_INVALID READ axisInvalid)
Q_PROPERTY(int AXIS_LEFT_X READ axisLeftX)
Q_PROPERTY(int AXIS_LEFT_Y READ axisLeftY)
Q_PROPERTY(int AXIS_RIGHT_X READ axisRightX)
Q_PROPERTY(int AXIS_RIGHT_Y READ axisRightY)
Q_PROPERTY(int AXIS_TRIGGER_LEFT READ axisTriggerLeft)
Q_PROPERTY(int AXIS_TRIGGER_RIGHT READ axisTriggerRight)
Q_PROPERTY(int AXIS_MAX READ axisMax)
Q_PROPERTY(int BUTTON_INVALID READ buttonInvalid)
Q_PROPERTY(int BUTTON_FACE_BOTTOM READ buttonFaceBottom)
Q_PROPERTY(int BUTTON_FACE_RIGHT READ buttonFaceRight)
Q_PROPERTY(int BUTTON_FACE_LEFT READ buttonFaceLeft)
Q_PROPERTY(int BUTTON_FACE_TOP READ buttonFaceTop)
Q_PROPERTY(int BUTTON_BACK READ buttonBack)
Q_PROPERTY(int BUTTON_GUIDE READ buttonGuide)
Q_PROPERTY(int BUTTON_START READ buttonStart)
Q_PROPERTY(int BUTTON_LEFT_STICK READ buttonLeftStick)
Q_PROPERTY(int BUTTON_RIGHT_STICK READ buttonRightStick)
Q_PROPERTY(int BUTTON_LEFT_SHOULDER READ buttonLeftShoulder)
Q_PROPERTY(int BUTTON_RIGHT_SHOULDER READ buttonRightShoulder)
Q_PROPERTY(int BUTTON_DPAD_UP READ buttonDpadUp)
Q_PROPERTY(int BUTTON_DPAD_DOWN READ buttonDpadDown)
Q_PROPERTY(int BUTTON_DPAD_LEFT READ buttonDpadLeft)
Q_PROPERTY(int BUTTON_DPAD_RIGHT READ buttonDpadRight)
Q_PROPERTY(int BUTTON_MAX READ buttonMax)
Q_PROPERTY(int BUTTON_PRESSED READ buttonPressed)
Q_PROPERTY(int BUTTON_RELEASED READ buttonRelease)
#endif
public:
static JoystickScriptingInterface& getInstance();
const QStringList& getAvailableJoystickNames() const { return _availableDeviceNames; }
void update();
public slots:
Joystick* joystickWithName(const QString& name);
void reset();
const QObjectList getAllJoysticks() const;
signals:
void joystickAdded(Joystick* joystick);
void joystickRemoved(Joystick* joystick);
private:
#ifdef HAVE_SDL
#ifdef HAVE_SDL2
int axisInvalid() const { return SDL_CONTROLLER_AXIS_INVALID; }
int axisLeftX() const { return SDL_CONTROLLER_AXIS_LEFTX; }
int axisLeftY() const { return SDL_CONTROLLER_AXIS_LEFTY; }
int axisRightX() const { return SDL_CONTROLLER_AXIS_RIGHTX; }
int axisRightY() const { return SDL_CONTROLLER_AXIS_RIGHTY; }
int axisTriggerLeft() const { return SDL_CONTROLLER_AXIS_TRIGGERLEFT; }
int axisTriggerRight() const { return SDL_CONTROLLER_AXIS_TRIGGERRIGHT; }
int axisMax() const { return SDL_CONTROLLER_AXIS_MAX; }
int buttonInvalid() const { return SDL_CONTROLLER_BUTTON_INVALID; }
int buttonFaceBottom() const { return SDL_CONTROLLER_BUTTON_A; }
int buttonFaceRight() const { return SDL_CONTROLLER_BUTTON_B; }
int buttonFaceLeft() const { return SDL_CONTROLLER_BUTTON_X; }
int buttonFaceTop() const { return SDL_CONTROLLER_BUTTON_Y; }
int buttonBack() const { return SDL_CONTROLLER_BUTTON_BACK; }
int buttonGuide() const { return SDL_CONTROLLER_BUTTON_GUIDE; }
int buttonStart() const { return SDL_CONTROLLER_BUTTON_START; }
int buttonLeftStick() const { return SDL_CONTROLLER_BUTTON_LEFTSTICK; }
int buttonRightStick() const { return SDL_CONTROLLER_BUTTON_RIGHTSTICK; }
int buttonLeftShoulder() const { return SDL_CONTROLLER_BUTTON_LEFTSHOULDER; }
int buttonRightShoulder() const { return SDL_CONTROLLER_BUTTON_RIGHTSHOULDER; }
int buttonDpadUp() const { return SDL_CONTROLLER_BUTTON_DPAD_UP; }
int buttonDpadDown() const { return SDL_CONTROLLER_BUTTON_DPAD_DOWN; }
int buttonDpadLeft() const { return SDL_CONTROLLER_BUTTON_DPAD_LEFT; }
int buttonDpadRight() const { return SDL_CONTROLLER_BUTTON_DPAD_RIGHT; }
int buttonMax() const { return SDL_CONTROLLER_BUTTON_MAX; }
int buttonPressed() const { return SDL_PRESSED; }
int buttonRelease() const { return SDL_RELEASED; }
SDL_Joystick* openSDLJoystickWithName(const QString& name);
#endif
JoystickScriptingInterface();
~JoystickScriptingInterface();
QMap<QString, Joystick*> _openJoysticks;
QStringList _availableDeviceNames;
#ifdef HAVE_SDL2
QMap<SDL_JoystickID, Joystick*> _openJoysticks;
#endif
bool _isInitialized;
};