///////////////////////////////////////////////////////////////////////////////////
// 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_GAMEPADINPUTCONTROLLER_H_
#define INCLUDE_FEATURE_GAMEPADINPUTCONTROLLER_H_
#include "inputcontroller.h"
#include
class GamepadInputController : public InputController {
public:
GamepadInputController(int deviceId);
double getAxisValue(int axis) override;
int getNumberOfAxes() const override;
bool supportsConfiguration() const override;
void configure() override;
static QStringList getAllControllers();
static GamepadInputController* open(const QString& name);
private slots:
void axisRightXChanged(double value);
void axisRightYChanged(double value);
void axisLeftXChanged(double value);
void axisLeftYChanged(double value);
private:
QGamepad m_gamepad;
double m_rightX;
double m_rightY;
double m_leftX;
double m_leftY;
};
#endif // INCLUDE_FEATURE_GAMEPADINPUTCONTROLLER_H_