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Rotator Controller: Add gamepad input controller support.
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///////////////////////////////////////////////////////////////////////////////////
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// Copyright (C) 2023 Jon Beniston, M7RCE //
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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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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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{
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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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}
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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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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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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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