/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2012 maintech GmbH, Otto-Hahn-Str. 15, 97204 Hoechberg, Germany // // written by Christian Daniel // // Copyright (C) 2015-2020 Edouard Griffiths, F4EXB // // Copyright (C) 2021, 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 . // /////////////////////////////////////////////////////////////////////////////////// #include #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 = std::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 (void)name; 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(); }