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								///////////////////////////////////////////////////////////////////////////////////
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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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											2023-08-05 12:33:01 +01:00
										 
									 
								 
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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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