///////////////////////////////////////////////////////////////////////////////////
// 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 . //
///////////////////////////////////////////////////////////////////////////////////
#ifdef QT_GAMEPAD_FOUND
#include
#include "gamepadinputcontroller.h"
#endif
#include "inputcontroller.h"
double InputController::getAxisCalibratedValue(int axis, InputControllerSettings *settings, bool highSensitvity)
{
double value = getAxisValue(axis);
double absValue = abs(value);
double l = settings->m_deadzone[axis] / 100.0;
if (absValue < l) {
// Set to 0 if in deadzone
value = 0.0;
} else {
// Rescale to [0,1] if outside of deadzone
absValue = (absValue - l) / (1.0 - l);
// Negate if original value was negative
value = (value < 0.0) ? -absValue : absValue;
}
return value * (highSensitvity ? settings->m_highSensitivity : settings->m_lowSensitivity) / 100.0;
}
InputControllerManager* InputControllerManager::m_instance = nullptr;
QStringList InputControllerManager::getAllControllers()
{
#ifdef QT_GAMEPAD_FOUND
return GamepadInputController::getAllControllers();
#else
return {};
#endif
}
InputController* InputControllerManager::open(const QString& name)
{
#ifdef QT_GAMEPAD_FOUND
return GamepadInputController::open(name);
#else
return nullptr;
#endif
}
InputControllerManager* InputControllerManager::instance()
{
if (!m_instance) {
m_instance = new InputControllerManager();
}
return m_instance;
}
InputControllerManager::InputControllerManager()
{
#ifdef QT_GAMEPAD_FOUND
connect(QGamepadManager::instance(), &QGamepadManager::connectedGamepadsChanged, this, &InputControllerManager::connectedGamepadsChanged);
#endif
}
void InputControllerManager::connectedGamepadsChanged()
{
emit controllersChanged();
}