shift-shell/components/gamingshellplugin/gamepaddevice.cpp

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// SPDX-FileCopyrightText: 2026 Marco Allegretti
// SPDX-License-Identifier: EUPL-1.2
#include "gamepaddevice.h"
#include <SDL3/SDL_gamepad.h>
#include <SDL3/SDL_power.h>
#include <SDL3/SDL_properties.h>
GamepadDevice::GamepadDevice(SDL_Gamepad *pad, int id, QObject *parent)
: QObject(parent)
, m_pad(pad)
, m_id(id)
{
refreshBattery();
}
GamepadDevice::~GamepadDevice()
{
if (m_pad) {
SDL_CloseGamepad(m_pad);
m_pad = nullptr;
}
}
int GamepadDevice::deviceId() const
{
return m_id;
}
QString GamepadDevice::name() const
{
if (!m_pad) {
return {};
}
const char *n = SDL_GetGamepadName(m_pad);
return n ? QString::fromUtf8(n) : QString();
}
QString GamepadDevice::type() const
{
if (!m_pad) {
return QStringLiteral("unknown");
}
switch (SDL_GetGamepadType(m_pad)) {
case SDL_GAMEPAD_TYPE_XBOX360:
case SDL_GAMEPAD_TYPE_XBOXONE:
return QStringLiteral("xbox");
case SDL_GAMEPAD_TYPE_PS3:
case SDL_GAMEPAD_TYPE_PS4:
case SDL_GAMEPAD_TYPE_PS5:
return QStringLiteral("playstation");
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
return QStringLiteral("nintendo");
default:
return QStringLiteral("generic");
}
}
int GamepadDevice::batteryPercent() const
{
return m_batteryPercent;
}
bool GamepadDevice::hasRumble() const
{
if (!m_pad) {
return false;
}
SDL_PropertiesID props = SDL_GetGamepadProperties(m_pad);
return SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false);
}
bool GamepadDevice::hasLED() const
{
if (!m_pad) {
return false;
}
SDL_PropertiesID props = SDL_GetGamepadProperties(m_pad);
return SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN, false);
}
int GamepadDevice::playerIndex() const
{
if (!m_pad) {
return -1;
}
return SDL_GetGamepadPlayerIndex(m_pad);
}
void GamepadDevice::setPlayerIndex(int index)
{
if (!m_pad) {
return;
}
SDL_SetGamepadPlayerIndex(m_pad, index);
Q_EMIT playerIndexChanged();
}
bool GamepadDevice::rumble(int lowFreqMs, int highFreqMs, int durationMs)
{
if (!m_pad) {
return false;
}
return SDL_RumbleGamepad(m_pad, static_cast<uint16_t>(lowFreqMs), static_cast<uint16_t>(highFreqMs), static_cast<uint32_t>(durationMs));
}
bool GamepadDevice::setLED(int r, int g, int b)
{
if (!m_pad) {
return false;
}
return SDL_SetGamepadLED(m_pad, static_cast<uint8_t>(r), static_cast<uint8_t>(g), static_cast<uint8_t>(b));
}
SDL_Gamepad *GamepadDevice::sdlGamepad() const
{
return m_pad;
}
void GamepadDevice::refreshBattery()
{
if (!m_pad) {
return;
}
int pct = -1;
SDL_GetGamepadPowerInfo(m_pad, &pct);
if (pct != m_batteryPercent) {
m_batteryPercent = pct;
Q_EMIT batteryPercentChanged();
}
}