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