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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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#ifndef INCLUDE_FEATURE_INPUTCONTROLLER_H_
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#define INCLUDE_FEATURE_INPUTCONTROLLER_H_
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#include <QObject>
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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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virtual int getNumberOfAxes() const = 0;
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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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