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gamepadForm.h
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gamepadForm.h
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/* Copyright 2015-2016 CyberTech Labs Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* This file was modified by Yurii Litvinov, Aleksei Alekseev, Mikhail Wall and Konstantin Batoev
* to make it comply with the requirements of trikRuntime project.
* See git revision history for detailed changes. */
#pragma once
#include <QMediaPlayer>
#include <QVideoWidget>
#include <QActionGroup>
#include <QWidget>
#include <QMenuBar>
#include <QTcpSocket>
#include <QTranslator>
#include <QSignalMapper>
#include <QShortcut>
#include <QMovie>
#include <QThread>
#ifdef TRIK_USE_QT6
#include <QVideoSink>
#else
#include <QVideoProbe>
#endif
#include <QVideoFrame>
#include <QClipboard>
#include "connectForm.h"
#include "connectionManager.h"
#include "strategy.h"
namespace Ui {
class GamepadForm;
}
/// GUI for TRIK Gamepad. Also contains all logic, which is not good, but this code is meant to be simple.
class GamepadForm : public QWidget
{
Q_OBJECT
Q_DISABLE_COPY(GamepadForm)
public:
/// Constructor.
GamepadForm();
~GamepadForm() override;
/// method that sets up connection manager and connect to host
void startControllerFromSysArgs(const QStringList &args);
virtual void closeEvent(QCloseEvent *event) override;
public slots:
/// Slot for opening connect dialog
void openConnectDialog();
/// Slot for exit menu item
void exit();
/// Slot for about menu item
void about();
private slots:
/// Slots for pad buttons (Up, Down, Left, Right) and "magic" buttons, triggered when button is pressed.
void handleButtonPress(QWidget*);
/// Slots for pad buttons (Up, Down, Left, Right) and "magic" buttons, triggered when button is released.
void handleButtonRelease(QWidget*);
/// Slot for handle key pressing and releasing events
bool eventFilter(QObject *obj, QEvent *event) override;
/// Slot for creating menu bar
void createMenu();
/// Slot for creating connections between buttons and events
void createConnection();
/// Slot for changing languages, triggered when click on needed language
void changeLanguage(const QString &language);
/// Helper method for setting up gamepadForm
void setUpGamepadForm();
/// Helper method for setting Video Widget
void setVideoController();
void handleMediaStatusChanged(QMediaPlayer::MediaStatus status);
void handleMediaPlayerError(QMediaPlayer::Error error);
void restartVideoStream();
void checkSocket(QAbstractSocket::SocketState state);
void checkBytesWritten(int result);
void showConnectionFailedMessage();
void setFontToPadButtons();
/// slot for sending command prepared by strategy to robot
void sendCommand(const QString &command);
/// slot is invoked when user presses mode actions
void changeMode(Strategies type);
/// handling application state
void dealWithApplicationState(Qt::ApplicationState state);
void saveImageToClipboard(QVideoFrame buffer);
void requestImage();
signals:
/// signal to send command
void commandReceived(QString);
/// signal to disconnect from host
void programFinished();
/// Signal is emitted when connection parameters change
void newConnectionParameters();
private:
void setButtonChecked(const int &key, bool checkStatus);
/// Helper method that enables or disables gamepad buttons depending on connection state.
void setButtonsEnabled(bool enabled);
void setButtonsCheckable(bool checkableStatus);
void setUpControlButtonsHash();
void setLabels();
void setImageControl();
/// Field with GUI automatically generated by gamepadForm.ui.
Ui::GamepadForm *mUi;
/// For opening dialog from gamepadForm
ConnectForm *mMyNewConnectForm { nullptr }; // TODO [Doesn't have | Has] ownership
/// For creating menu bar
QMenuBar *mMenuBar { nullptr }; // TODO [Doesn't have | Has] ownership
/// For creating connection menu
QMenu *mConnectionMenu { nullptr }; // TODO [Doesn't have | Has] ownership
QMenu *mLanguageMenu { nullptr }; // TODO [Doesn't have | Has] ownership
QMenu *mImageMenu { nullptr }; // TODO [Doesn't have | Has] ownership
QMenu *mModeMenu { nullptr }; // TODO [Doesn't have | Has] ownership
/// Menu actions
QAction *mConnectAction { nullptr }; // TODO [Doesn't have | Has] ownership
QAction *mExitAction { nullptr }; // TODO [Doesn't have | Has] ownership
QAction *mAboutAction { nullptr }; // TODO [Doesn't have | Has] ownership
/// Languages actions
QAction *mRussianLanguageAction { nullptr }; // TODO [Doesn't have | Has] ownership
QAction *mEnglishLanguageAction { nullptr }; // TODO [Doesn't have | Has] ownership
QAction *mFrenchLanguageAction { nullptr }; // TODO [Doesn't have | Has] ownership
QAction *mGermanLanguageAction { nullptr }; // TODO [Doesn't have | Has] ownership
QActionGroup *mLanguages { nullptr }; // TODO [Doesn't have | Has] ownership
/// Image Actions
QAction *mTakeImageAction { nullptr }; // TODO [Doesn't have | Has] ownership
/// Mode actions
QAction *mStandartStrategyAction { nullptr }; // TODO [Doesn't have | Has] ownership
QAction *mAccelerateStrategyAction { nullptr }; // TODO [Doesn't have | Has] ownership
QActionGroup *mModesActions { nullptr }; // TODO [Doesn't have | Has] ownership
/// For setting up translator in app
QTranslator *mTranslator { nullptr }; // Has ownership
/// object that encapsulates logic with commands
Strategy *strategy { nullptr }; // Doesn't have ownership
QHash<int, QPushButton*> controlButtonsHash;
QShortcut *shortcut { nullptr }; // TODO [Doesn't have | Has] ownership
/// For changing language whem another language was chosen
void retranslate();
/// For catching up event when language was changed
void changeEvent(QEvent *event) override;
/// Class that handles network communication with TRIK.
ConnectionManager *connectionManager {}; // Ownership is passed to the thread
QThread thread;
QMediaPlayer *player { nullptr }; // TODO [Doesn't have | Has] ownership
QVideoWidget *videoWidget { nullptr }; // TODO [Doesn't have | Has] ownership
QMovie movie;
QClipboard *clipboard { nullptr }; //Doesn't have ownership
#ifdef TRIK_USE_QT6
QVideoSink *sink { nullptr }; // TODO [Doesn't have | Has] ownership
#else
QVideoProbe *probe { nullptr }; // TODO [Doesn't have | Has] ownership
#endif
bool isFrameNecessary {};
QSettings mSettings;
};