shift-shell/components/gamingshellplugin/gamepaddevice.h
Marco Allegretti 1bf8cfb2ba Add gamingshellplugin with SDL3 and game library
SDL3-backed gamepad manager polls at 60Hz, handles hotplug,
exposes battery/rumble/LED per device. Game launcher aggregates
XDG desktop entries, Steam appmanifests, and Flatpak into a
single sorted model.

Game Center uses the new model instead of folio's search model.
D-pad/A/B/Y navigate and launch. Guide button toggles the
overlay. Battery and controller status shown in the HUD.
2026-04-20 09:46:41 +02:00

53 lines
1.4 KiB
C++

// SPDX-FileCopyrightText: 2026 Marco Allegretti
// SPDX-License-Identifier: EUPL-1.2
#pragma once
#include <QObject>
#include <QString>
#include <qqmlregistration.h>
struct SDL_Gamepad;
class GamepadDevice : public QObject
{
Q_OBJECT
QML_ELEMENT
QML_UNCREATABLE("")
Q_PROPERTY(int deviceId READ deviceId CONSTANT)
Q_PROPERTY(QString name READ name CONSTANT)
Q_PROPERTY(QString type READ type CONSTANT)
Q_PROPERTY(int batteryPercent READ batteryPercent NOTIFY batteryPercentChanged)
Q_PROPERTY(bool hasRumble READ hasRumble CONSTANT)
Q_PROPERTY(bool hasLED READ hasLED CONSTANT)
Q_PROPERTY(int playerIndex READ playerIndex WRITE setPlayerIndex NOTIFY playerIndexChanged)
public:
explicit GamepadDevice(SDL_Gamepad *pad, int id, QObject *parent = nullptr);
~GamepadDevice() override;
int deviceId() const;
QString name() const;
QString type() const;
int batteryPercent() const;
bool hasRumble() const;
bool hasLED() const;
int playerIndex() const;
void setPlayerIndex(int index);
Q_INVOKABLE bool rumble(int lowFreqMs, int highFreqMs, int durationMs);
Q_INVOKABLE bool setLED(int r, int g, int b);
SDL_Gamepad *sdlGamepad() const;
void refreshBattery();
Q_SIGNALS:
void batteryPercentChanged();
void playerIndexChanged();
private:
SDL_Gamepad *m_pad = nullptr;
int m_id = 0;
int m_batteryPercent = -1;
};