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			88 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			88 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany //
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// written by Christian Daniel                                                   //
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// Copyright (C) 2015-2019 Edouard Griffiths, F4EXB <f4exb06@gmail.com>          //
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// Copyright (C) 2015 John Greb <hexameron@spam.no>                              //
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// Copyright (C) 2022-2023 Jon Beniston, M7RCE <jon@beniston.com>                //
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//                                                                               //
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// This program is free software; you can redistribute it and/or modify          //
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// it under the terms of the GNU General Public License as published by          //
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// the Free Software Foundation as version 3 of the License, or                  //
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// (at your option) any later version.                                           //
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//                                                                               //
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// This program is distributed in the hope that it will be useful,               //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the                  //
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// GNU General Public License V3 for more details.                               //
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//                                                                               //
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// You should have received a copy of the GNU General Public License             //
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// along with this program. If not, see <http://www.gnu.org/licenses/>.          //
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef INCLUDE_FEATURE_INPUTCONTROLLER_H_
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#define INCLUDE_FEATURE_INPUTCONTROLLER_H_
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#include <QObject>
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#include "inputcontrollersettings.h"
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#define INPUTCONTROLLER_BUTTON_RIGHT_TOP        0           // Y / triangle
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#define INPUTCONTROLLER_BUTTON_RIGHT_BOTTOM     1           // A / X
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#define INPUTCONTROLLER_BUTTON_RIGHT_LEFT       2           // X / Square
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#define INPUTCONTROLLER_BUTTON_RIGHT_RIGHT      3           // B / Circle
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#define INPUTCONTROLLER_BUTTON_LEFT_UP          4           // D-Pad
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#define INPUTCONTROLLER_BUTTON_LEFT_DOWN        5
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#define INPUTCONTROLLER_BUTTON_LEFT_LEFT        6
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#define INPUTCONTROLLER_BUTTON_LEFT_RIGHT       7
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#define INPUTCONTROLLER_BUTTON_R1               8           // On top of controller
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#define INPUTCONTROLLER_BUTTON_L1               9
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#define INPUTCONTROLLER_BUTTON_R3               10          // Sticks pushed
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#define INPUTCONTROLLER_BUTTON_L3               11
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class InputController : public QObject {
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    Q_OBJECT
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public:
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    // Called every ~50ms
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    // axis 0-3. 0=Az/X, 1=El/Y, 2=Az Offset, 3=El Offset
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    // value returned should be current axis position in range [-1,1]
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    virtual double getAxisValue(int axis) = 0;
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    // Gets axis value applying deadzone and sensitivity
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    double getAxisCalibratedValue(int axis, InputControllerSettings *settings, bool highSensitivity);
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    virtual int getNumberOfAxes() const = 0;
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    virtual bool supportsConfiguration() const { return false; }
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    virtual void configure(InputControllerSettings *settings) { (void) settings; };
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signals:
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    void buttonChanged(int button, bool released);
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    void configurationComplete();
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};
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class InputControllerManager : public QObject {
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    Q_OBJECT
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public:
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    static QStringList getAllControllers();
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    static InputController* open(const QString& name);
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    static InputControllerManager* instance();
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signals:
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    void controllersChanged();
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private slots:
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    void connectedGamepadsChanged();
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private:
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    InputControllerManager();
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    static InputControllerManager *m_instance;
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};
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#endif // INCLUDE_FEATURE_INPUTCONTROLLER_H_
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