From 762cc71d31b0f8a747eea4c3557d9e8ca636d8c7 Mon Sep 17 00:00:00 2001 From: Ryan Huffman Date: Fri, 10 Oct 2014 17:03:10 -0700 Subject: [PATCH] Update to SDL2 --- cmake/modules/FindSDL2.cmake | 249 ++++++++++++++++++ interface/CMakeLists.txt | 2 +- interface/src/devices/Joystick.cpp | 52 ++-- interface/src/devices/Joystick.h | 34 ++- .../scripting/JoystickScriptingInterface.cpp | 130 ++++----- .../scripting/JoystickScriptingInterface.h | 83 +++++- 6 files changed, 436 insertions(+), 114 deletions(-) create mode 100644 cmake/modules/FindSDL2.cmake diff --git a/cmake/modules/FindSDL2.cmake b/cmake/modules/FindSDL2.cmake new file mode 100644 index 0000000000..f24af555a2 --- /dev/null +++ b/cmake/modules/FindSDL2.cmake @@ -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 . 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) diff --git a/interface/CMakeLists.txt b/interface/CMakeLists.txt index 1202b36a9f..16ca977bae 100644 --- a/interface/CMakeLists.txt +++ b/interface/CMakeLists.txt @@ -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) diff --git a/interface/src/devices/Joystick.cpp b/interface/src/devices/Joystick.cpp index fe67eaceaa..b63d49eea2 100644 --- a/interface/src/devices/Joystick.cpp +++ b/interface/src/devices/Joystick.cpp @@ -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(SDL_JoystickNumAxes(sdlJoystick))), - _buttons(QVector(SDL_JoystickNumButtons(sdlJoystick))), - _sdlJoystick(sdlJoystick) + _sdlGameController(sdlGameController), + _sdlJoystick(SDL_GameControllerGetJoystick(_sdlGameController)), + _axes(QVector(SDL_JoystickNumAxes(_sdlJoystick))), + _buttons(QVector(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::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 -} \ No newline at end of file diff --git a/interface/src/devices/Joystick.h b/interface/src/devices/Joystick.h index 8343c20a04..eeeeb03759 100644 --- a/interface/src/devices/Joystick.h +++ b/interface/src/devices/Joystick.h @@ -15,7 +15,7 @@ #include #include -#ifdef HAVE_SDL +#ifdef HAVE_SDL2 #include #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& getAxes() const { return _axes; } const QVector& 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 _axes; QVector _buttons; - -#ifdef HAVE_SDL - SDL_Joystick* _sdlJoystick; -#endif }; -#endif // hifi_JoystickTracker_h \ No newline at end of file +#endif // hifi_JoystickTracker_h diff --git a/interface/src/scripting/JoystickScriptingInterface.cpp b/interface/src/scripting/JoystickScriptingInterface.cpp index 87f841c494..3f0371e1cd 100644 --- a/interface/src/scripting/JoystickScriptingInterface.cpp +++ b/interface/src/scripting/JoystickScriptingInterface.cpp @@ -10,8 +10,9 @@ // #include +#include -#ifdef HAVE_SDL +#ifdef HAVE_SDL2 #include #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 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; } diff --git a/interface/src/scripting/JoystickScriptingInterface.h b/interface/src/scripting/JoystickScriptingInterface.h index 02624c70d5..37546a5a85 100644 --- a/interface/src/scripting/JoystickScriptingInterface.h +++ b/interface/src/scripting/JoystickScriptingInterface.h @@ -15,34 +15,101 @@ #include #include +#ifdef HAVE_SDL2 +#include +#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 _openJoysticks; - QStringList _availableDeviceNames; +#ifdef HAVE_SDL2 + QMap _openJoysticks; +#endif bool _isInitialized; };