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| author | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
| commit | f40d09cb8f712e87691af4912f3630d92d692779 (patch) | |
| tree | 7ac3a4168ff722689372fd489c6f94d0a2546e8f /game/client/config/gamepad_button.cc | |
| parent | 8bcbd2729388edc63c82d77d314b583af1447c49 (diff) | |
| download | voxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2 voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip | |
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat
- Re-add NSIS scripts, again from Prospero
- Update most build and utility scripts with their most recent versions
Diffstat (limited to 'game/client/config/gamepad_button.cc')
| -rw-r--r-- | game/client/config/gamepad_button.cc | 90 |
1 files changed, 0 insertions, 90 deletions
diff --git a/game/client/config/gamepad_button.cc b/game/client/config/gamepad_button.cc deleted file mode 100644 index 5141de3..0000000 --- a/game/client/config/gamepad_button.cc +++ /dev/null @@ -1,90 +0,0 @@ -#include "client/pch.hh"
-
-#include "client/config/gamepad_button.hh"
-
-#include "core/math/constexpr.hh"
-
-#include "client/io/gamepad.hh"
-
-constexpr static std::string_view UNKNOWN_BUTTON_NAME = "UNKNOWN";
-
-static const std::pair<int, std::string_view> button_names[] = {
- { GLFW_GAMEPAD_BUTTON_A, "A" },
- { GLFW_GAMEPAD_BUTTON_B, "B" },
- { GLFW_GAMEPAD_BUTTON_X, "X" },
- { GLFW_GAMEPAD_BUTTON_Y, "Y" },
- { GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, "L_BUMP" },
- { GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, "R_BUMP" },
- { GLFW_GAMEPAD_BUTTON_BACK, "BACK" },
- { GLFW_GAMEPAD_BUTTON_START, "START" },
- { GLFW_GAMEPAD_BUTTON_GUIDE, "GUIDE" },
- { GLFW_GAMEPAD_BUTTON_LEFT_THUMB, "L_THUMB" },
- { GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, "R_THUMB" },
- { GLFW_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP" },
- { GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT" },
- { GLFW_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN" },
- { GLFW_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT" },
-};
-
-static std::string_view get_button_name(int button)
-{
- for(const auto& it : button_names) {
- if(it.first == button) {
- return it.second;
- }
- }
-
- return UNKNOWN_BUTTON_NAME;
-}
-
-config::GamepadButton::GamepadButton(void)
-{
- m_gamepad_button = io::INVALID_GAMEPAD_BUTTON;
- m_name = UNKNOWN_BUTTON_NAME;
-}
-
-config::GamepadButton::GamepadButton(int button)
-{
- m_gamepad_button = button;
- m_name = get_button_name(button);
-}
-
-std::string_view config::GamepadButton::get(void) const
-{
- return m_name;
-}
-
-void config::GamepadButton::set(std::string_view value)
-{
- for(const auto& it : button_names) {
- if(0 == it.second.compare(value)) {
- m_gamepad_button = it.first;
- m_name = it.second;
- return;
- }
- }
-
- m_gamepad_button = io::INVALID_GAMEPAD_BUTTON;
- m_name = UNKNOWN_BUTTON_NAME;
-}
-
-int config::GamepadButton::get_button(void) const
-{
- return m_gamepad_button;
-}
-
-void config::GamepadButton::set_button(int button)
-{
- m_gamepad_button = button;
- m_name = get_button_name(button);
-}
-
-bool config::GamepadButton::equals(int button) const
-{
- return m_gamepad_button == button;
-}
-
-bool config::GamepadButton::is_pressed(const GLFWgamepadstate& state) const
-{
- return m_gamepad_button < math::array_size(state.buttons) && state.buttons[m_gamepad_button] == GLFW_PRESS;
-}
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