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								///////////////////////////////////////////////////////////////////////////////////
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											2023-11-18 13:12:18 +01:00
										 
									 
								 
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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) 2015-2020 Edouard Griffiths, F4EXB <f4exb06@gmail.com>          //
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								// Copyright (C) 2021, 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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											2023-08-23 10:14:45 +01:00
										 
									 
								 
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								#include <cmath>
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											2023-04-23 19:52:02 +01:00
										 
									 
								 
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								#ifdef QT_GAMEPAD_FOUND
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								#include <QGamepadManager>
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								#include "gamepadinputcontroller.h"
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								#endif
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								#include "inputcontroller.h"
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											2023-08-05 12:33:01 +01:00
										 
									 
								 
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								double InputController::getAxisCalibratedValue(int axis, InputControllerSettings *settings, bool highSensitvity)
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								{
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								    double value = getAxisValue(axis);
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								    double absValue = std::abs(value);
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								    double l = settings->m_deadzone[axis] / 100.0;
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								    if (absValue < l) {
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								        // Set to 0 if in deadzone
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								        value = 0.0;
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								    } else {
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								        // Rescale to [0,1] if outside of deadzone
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								        absValue = (absValue - l) / (1.0 - l);
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								        // Negate if original value was negative
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								        value = (value < 0.0) ? -absValue : absValue;
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								    }
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								    return value * (highSensitvity ? settings->m_highSensitivity : settings->m_lowSensitivity) / 100.0;
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								}
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								InputControllerManager* InputControllerManager::m_instance = nullptr;
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								QStringList InputControllerManager::getAllControllers()
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								{
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								#ifdef QT_GAMEPAD_FOUND
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								    return GamepadInputController::getAllControllers();
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								#else
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								    return {};
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								#endif
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								}
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								InputController* InputControllerManager::open(const QString& name)
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								{
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								#ifdef QT_GAMEPAD_FOUND
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								    return GamepadInputController::open(name);
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								#else
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								    return nullptr;
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								#endif
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								}
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								InputControllerManager* InputControllerManager::instance()
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								{
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								    if (!m_instance) {
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								        m_instance = new InputControllerManager();
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								    }
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								    return m_instance;
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								}
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								InputControllerManager::InputControllerManager()
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								{
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								#ifdef QT_GAMEPAD_FOUND
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								    connect(QGamepadManager::instance(), &QGamepadManager::connectedGamepadsChanged, this, &InputControllerManager::connectedGamepadsChanged);
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								#endif
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								}
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								void InputControllerManager::connectedGamepadsChanged()
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								{
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								    emit controllersChanged();
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								}
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