/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2023 Jon Beniston, M7RCE // // // // This program is free software; you can redistribute it and/or modify // // it under the terms of the GNU General Public License as published by // // the Free Software Foundation as version 3 of the License, or // // (at your option) any later version. // // // // This program is distributed in the hope that it will be useful, // // but WITHOUT ANY WARRANTY; without even the implied warranty of // // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // // GNU General Public License V3 for more details. // // // // You should have received a copy of the GNU General Public License // // along with this program. If not, see . // /////////////////////////////////////////////////////////////////////////////////// #ifndef INCLUDE_FEATURE_INPUTCONTROLLER_H_ #define INCLUDE_FEATURE_INPUTCONTROLLER_H_ #include class InputController : public QObject { Q_OBJECT public: // Called every ~50ms // axis 0-3. 0=Az/X, 1=El/Y, 2=Az Offset, 3=El Offset // value returned should be current axis position in range [-1,1] virtual double getAxisValue(int axis) = 0; virtual int getNumberOfAxes() const = 0; virtual bool supportsConfiguration() const { return false; } virtual void configure() {}; }; class InputControllerManager : public QObject { Q_OBJECT public: static QStringList getAllControllers(); static InputController* open(const QString& name); static InputControllerManager* instance(); signals: void controllersChanged(); private slots: void connectedGamepadsChanged(); private: InputControllerManager(); static InputControllerManager *m_instance; }; #endif // INCLUDE_FEATURE_INPUTCONTROLLER_H_