This repository was archived by the owner on Sep 7, 2021. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 112
Expand file tree
/
Copy pathwidget.cpp
More file actions
143 lines (112 loc) · 4.43 KB
/
widget.cpp
File metadata and controls
143 lines (112 loc) · 4.43 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
#include "widget.h"
Widget::Widget(QWidget* parent)
: QWidget(parent)
, _gamepad(Q_NULLPTR)
{
setupUi(this);
_labelDefault = _labelA->palette();
_labelActive = _labelDefault;
_labelActive.setColor(QPalette::Window, Qt::green);
connect(&_timer, SIGNAL(timeout()), this, SLOT(onTimerTimeout()));
_gamepad = _manager.CreateAndGetDevice<gainput::InputDevicePad>();
if (_gamepad)
_timer.start(1);
}
void Widget::onTimerTimeout()
{
if (!_gamepad)
{
_timer.stop();
return;
}
_manager.Update();
if (!_gamepad->IsAvailable())
{
_labelL1->setPalette(_labelDefault);
_labelR1->setPalette(_labelDefault);
_progressL2->setValue(0);
_progressR2->setValue(0);
_labelA->setPalette(_labelDefault);
_labelB->setPalette(_labelDefault);
_labelX->setPalette(_labelDefault);
_labelY->setPalette(_labelDefault);
_labelTop->setPalette(_labelDefault);
_labelBottom->setPalette(_labelDefault);
_labelRight->setPalette(_labelDefault);
_labelLeft->setPalette(_labelDefault);
_labelL3->setPalette(_labelDefault);
_progressL3T->setValue(0);
_progressL3B->setValue(0);
_progressL3R->setValue(0);
_progressL3L->setValue(0);
_labelR3->setPalette(_labelDefault);
_progressR3T->setValue(0);
_progressR3B->setValue(0);
_progressR3R->setValue(0);
_progressR3L->setValue(0);
_labelSelect->setPalette(_labelDefault);
_labelStart->setPalette(_labelDefault);
}
_labelL1->setPalette(_gamepad->GetBool(gainput::PadButtonL1) ? _labelActive : _labelDefault);
_labelR1->setPalette(_gamepad->GetBool(gainput::PadButtonR1) ? _labelActive : _labelDefault);
_progressL2->setValue(static_cast<int>(_gamepad->GetFloat(gainput::PadButtonAxis4) * 100.0f));
_progressR2->setValue(static_cast<int>(_gamepad->GetFloat(gainput::PadButtonAxis5) * 100.0f));
_labelA->setPalette(_gamepad->GetBool(gainput::PadButtonA) ? _labelActive : _labelDefault);
_labelB->setPalette(_gamepad->GetBool(gainput::PadButtonB) ? _labelActive : _labelDefault);
_labelX->setPalette(_gamepad->GetBool(gainput::PadButtonX) ? _labelActive : _labelDefault);
_labelY->setPalette(_gamepad->GetBool(gainput::PadButtonY) ? _labelActive : _labelDefault);
_labelTop->setPalette(_gamepad->GetBool(gainput::PadButtonUp) ? _labelActive : _labelDefault);
_labelBottom->setPalette(_gamepad->GetBool(gainput::PadButtonDown) ? _labelActive : _labelDefault);
_labelRight->setPalette(_gamepad->GetBool(gainput::PadButtonRight) ? _labelActive : _labelDefault);
_labelLeft->setPalette(_gamepad->GetBool(gainput::PadButtonLeft) ? _labelActive : _labelDefault);
// Left Stick
_labelL3->setPalette(_gamepad->GetBool(gainput::PadButtonL3) ? _labelActive : _labelDefault);
float l3Y = _gamepad->GetFloat(gainput::PadButtonLeftStickY);
if (l3Y > 0.0f)
{
_progressL3T->setValue(static_cast<int>(l3Y * 100.0f));
_progressL3B->setValue(0);
}
else
{
_progressL3T->setValue(0);
_progressL3B->setValue(static_cast<int>(l3Y * -100.0f));
}
float l3X = _gamepad->GetFloat(gainput::PadButtonLeftStickX);
if (l3X > 0.0f)
{
_progressL3R->setValue(static_cast<int>(l3X * 100.0f));
_progressL3L->setValue(0);
}
else
{
_progressL3R->setValue(0);
_progressL3L->setValue(static_cast<int>(l3X * -100.0f));
}
// Right Stick
_labelR3->setPalette(_gamepad->GetBool(gainput::PadButtonR3) ? _labelActive : _labelDefault);
float r3Y = _gamepad->GetFloat(gainput::PadButtonRightStickY);
if (r3Y > 0.0f)
{
_progressR3T->setValue(static_cast<int>(r3Y * 100.0f));
_progressR3B->setValue(0);
}
else
{
_progressR3T->setValue(0);
_progressR3B->setValue(static_cast<int>(r3Y * -100.0f));
}
float r3X = _gamepad->GetFloat(gainput::PadButtonRightStickX);
if (r3X > 0.0f)
{
_progressR3R->setValue(static_cast<int>(r3X * 100.0f));
_progressR3L->setValue(0);
}
else
{
_progressR3R->setValue(0);
_progressR3L->setValue(static_cast<int>(r3X * -100.0f));
}
_labelSelect->setPalette(_gamepad->GetBool(gainput::PadButtonSelect) ? _labelActive : _labelDefault);
_labelStart->setPalette(_gamepad->GetBool(gainput::PadButtonStart) ? _labelActive : _labelDefault);
}