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			247 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			247 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 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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#include <QDebug>
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#include <QGamepadManager>
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#include "gamepadinputcontroller.h"
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#include "gamepadconfigurationdialog.h"
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GamepadInputController::GamepadInputController(int deviceId) :
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    m_gamepad(deviceId),
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    m_rightX(0.0),
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    m_rightY(0.0),
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    m_leftX(0.0),
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    m_leftY(0.0),
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    m_configurationDialog(nullptr)
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{
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    connect(&m_gamepad, &QGamepad::axisRightXChanged, this, &GamepadInputController::axisRightXChanged);
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    connect(&m_gamepad, &QGamepad::axisRightYChanged, this, &GamepadInputController::axisRightYChanged);
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    connect(&m_gamepad, &QGamepad::axisLeftXChanged, this, &GamepadInputController::axisLeftXChanged);
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    connect(&m_gamepad, &QGamepad::axisLeftYChanged, this, &GamepadInputController::axisLeftYChanged);
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    connect(&m_gamepad, &QGamepad::buttonAChanged, this, &GamepadInputController::buttonAChanged);
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    connect(&m_gamepad, &QGamepad::buttonBChanged, this, &GamepadInputController::buttonBChanged);
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    connect(&m_gamepad, &QGamepad::buttonXChanged, this, &GamepadInputController::buttonXChanged);
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    connect(&m_gamepad, &QGamepad::buttonYChanged, this, &GamepadInputController::buttonYChanged);
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    connect(&m_gamepad, &QGamepad::buttonUpChanged, this, &GamepadInputController::buttonUpChanged);
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    connect(&m_gamepad, &QGamepad::buttonDownChanged, this, &GamepadInputController::buttonDownChanged);
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    connect(&m_gamepad, &QGamepad::buttonLeftChanged, this, &GamepadInputController::buttonLeftChanged);
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    connect(&m_gamepad, &QGamepad::buttonRightChanged, this, &GamepadInputController::buttonRightChanged);
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    connect(&m_gamepad, &QGamepad::buttonR1Changed, this, &GamepadInputController::buttonR1Changed);
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    connect(&m_gamepad, &QGamepad::buttonL1Changed, this, &GamepadInputController::buttonL1Changed);
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    connect(&m_gamepad, &QGamepad::buttonR3Changed, this, &GamepadInputController::buttonR3Changed);
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    connect(&m_gamepad, &QGamepad::buttonL3Changed, this, &GamepadInputController::buttonL3Changed);
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}
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double GamepadInputController::getAxisValue(int axis)
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{
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    switch (axis)
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    {
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    case 0:
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        return m_rightX;
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    case 1:
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        return m_rightY;
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    case 2:
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        return m_leftX;
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    case 3:
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        return m_leftY;
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    }
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    return 0.0;
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}
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int GamepadInputController::getNumberOfAxes() const
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{
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    return 4;
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}
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bool GamepadInputController::supportsConfiguration() const
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{
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    // Should only return true on Linux evdev or Android
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#if defined(LINUX) || defined(ANDROID)
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    return true;
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#else
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    return false;
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#endif
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}
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void GamepadInputController::configure(InputControllerSettings *settings)
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{
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    if (!m_configurationDialog)
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    {
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        m_configurationDialog = new GamepadConfigurationDialog(&m_gamepad, settings, supportsConfiguration());
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        connect(m_configurationDialog, &QDialog::finished, this, &GamepadInputController::configurationDialogClosed);
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        m_configurationDialog->setAttribute(Qt::WA_DeleteOnClose, true);
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        m_configurationDialog->setModal(false);
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        m_configurationDialog->show();
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    }
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    else
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    {
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        m_configurationDialog->raise();
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        m_configurationDialog->activateWindow();
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    }
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}
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void GamepadInputController::configurationDialogClosed()
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{
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    m_configurationDialog = nullptr;
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    emit configurationComplete();
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}
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void GamepadInputController::axisRightXChanged(double value)
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{
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    m_rightX = value;
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}
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void GamepadInputController::axisRightYChanged(double value)
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{
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    m_rightY = value;
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}
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void GamepadInputController::axisLeftXChanged(double value)
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{
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    m_leftX = value;
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}
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void GamepadInputController::axisLeftYChanged(double value)
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{
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    m_leftY = value;
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}
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void GamepadInputController::buttonAChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_BOTTOM, !value);
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}
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void GamepadInputController::buttonBChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_RIGHT, !value);
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}
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void GamepadInputController::buttonXChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_LEFT, !value);
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}
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void GamepadInputController::buttonYChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_RIGHT_TOP, !value);
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}
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void GamepadInputController::buttonUpChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_UP, !value);
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}
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void GamepadInputController::buttonDownChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_DOWN, !value);
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}
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void GamepadInputController::buttonLeftChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_LEFT, !value);
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}
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void GamepadInputController::buttonRightChanged(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_LEFT_RIGHT, !value);
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}
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void GamepadInputController::buttonL1Changed(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_L1, !value);
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}
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void GamepadInputController::buttonR1Changed(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_R1, !value);
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}
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void GamepadInputController::buttonL3Changed(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_L3, !value);
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}
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void GamepadInputController::buttonR3Changed(bool value)
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{
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    emit buttonChanged(INPUTCONTROLLER_BUTTON_R3, !value);
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}
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QStringList GamepadInputController::getAllControllers()
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{
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    QStringList names;
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    QGamepadManager *gamepadManager = QGamepadManager::instance();
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    if (gamepadManager)
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    {
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        const QList<int> gamepads = gamepadManager->connectedGamepads();
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        for (const auto gamepad : gamepads)
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        {
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            QString name;
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            if (gamepadManager->gamepadName(gamepad).isEmpty()) {
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                name = QString("Gamepad %1").arg(gamepad);
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            } else {
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                name = gamepadManager->gamepadName(gamepad);
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            }
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            qDebug() << "GamepadInputController::getAllControllers: Gamepad: " << gamepad << "name:" << gamepadManager->gamepadName(gamepad) << " connected " << gamepadManager->isGamepadConnected(gamepad);
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            names.append(name);
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        }
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        if (gamepads.size() == 0) {
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            qDebug() << "GamepadInputController::getAllControllers: No gamepads";
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        }
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    }
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    else
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    {
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        qDebug() << "GamepadInputController::getAllControllers: No gamepad manager";
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    }
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    return names;
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}
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GamepadInputController* GamepadInputController::open(const QString& name)
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{
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    GamepadInputController *inputController = nullptr;
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    QGamepadManager *gamepadManager = QGamepadManager::instance();
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    if (gamepadManager)
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    {
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        const QList<int> gamepads = gamepadManager->connectedGamepads();
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        for (const auto gamepad : gamepads)
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        {
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            QString gamepadName;
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            if (gamepadManager->gamepadName(gamepad).isEmpty()) {
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                gamepadName = QString("Gamepad %1").arg(gamepad);
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            } else {
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                gamepadName = gamepadManager->gamepadName(gamepad);
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            }
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            if (name == gamepadName)
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            {
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                inputController = new GamepadInputController(gamepad);
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                if (inputController)
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                {
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                    qDebug() << "GamepadInputController::open: Opened gamepad " << name;
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                }
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                else
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                {
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                    qDebug() << "GamepadInputController::open: Failed to open gamepad: " << gamepad;
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                }
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            }
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        }
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    }
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    return inputController;
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}
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