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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 /src/game/client/config/gamepad_axis.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 'src/game/client/config/gamepad_axis.cc')
| -rw-r--r-- | src/game/client/config/gamepad_axis.cc | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/src/game/client/config/gamepad_axis.cc b/src/game/client/config/gamepad_axis.cc new file mode 100644 index 0000000..c6f9e3d --- /dev/null +++ b/src/game/client/config/gamepad_axis.cc @@ -0,0 +1,115 @@ +#include "client/pch.hh" + +#include "client/config/gamepad_axis.hh" + +#include "core/math/constexpr.hh" + +#include "client/io/gamepad.hh" + +constexpr static std::string_view UNKNOWN_AXIS_NAME = "UNKNOWN"; + +static const std::pair<int, std::string_view> axis_names[] = { + { GLFW_GAMEPAD_AXIS_LEFT_X, "LEFT_X" }, + { GLFW_GAMEPAD_AXIS_LEFT_Y, "LEFT_Y" }, + { GLFW_GAMEPAD_AXIS_RIGHT_X, "RIGHT_X" }, + { GLFW_GAMEPAD_AXIS_RIGHT_Y, "RIGHT_Y" }, + { GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, "LEFT_TRIG" }, + { GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, "RIGHT_TRIG" }, +}; + +static std::string_view get_axis_name(int axis) +{ + for(const auto& it : axis_names) { + if(it.first != axis) { + continue; + } + + return it.second; + } + + return UNKNOWN_AXIS_NAME; +} + +config::GamepadAxis::GamepadAxis(void) : GamepadAxis(io::INVALID_GAMEPAD_AXIS, false) +{ +} + +config::GamepadAxis::GamepadAxis(int axis, bool inverted) +{ + m_inverted = inverted; + m_gamepad_axis = axis; + m_name = get_axis_name(axis); + m_full_string = std::format("{}:{}", m_name, m_inverted ? 1U : 0U); +} + +std::string_view config::GamepadAxis::get(void) const +{ + return m_full_string; +} + +void config::GamepadAxis::set(std::string_view value) +{ + char new_name[64]; + unsigned int new_invert; + std::string value_str(value); + + if(2 == std::sscanf(value_str.c_str(), "%63[^:]:%u", new_name, &new_invert)) { + for(const auto& it : axis_names) { + if(0 == it.second.compare(new_name)) { + m_inverted = new_invert; + m_gamepad_axis = it.first; + m_name = get_axis_name(m_gamepad_axis); + m_full_string = std::format("{}:{}", m_name, m_inverted ? 1U : 0U); + return; + } + } + } + + m_inverted = false; + m_gamepad_axis = io::INVALID_GAMEPAD_AXIS; + m_name = UNKNOWN_AXIS_NAME; + m_full_string = std::format("{}:{}", m_name, m_inverted ? 1U : 0U); +} + +int config::GamepadAxis::get_axis(void) const +{ + return m_gamepad_axis; +} + +void config::GamepadAxis::set_axis(int axis) +{ + m_gamepad_axis = axis; + m_name = get_axis_name(axis); + m_full_string = std::format("{}:{}", m_name, m_inverted ? 1U : 0U); +} + +bool config::GamepadAxis::is_inverted(void) const +{ + return m_inverted; +} + +void config::GamepadAxis::set_inverted(bool inverted) +{ + m_inverted = inverted; + m_full_string = std::format("{}:{}", m_name, m_inverted ? 1U : 0U); +} + +float config::GamepadAxis::get_value(const GLFWgamepadstate& state, float deadzone) const +{ + if(m_gamepad_axis <= math::array_size(state.axes)) { + auto value = state.axes[m_gamepad_axis]; + + if(glm::abs(value) > deadzone) { + return m_inverted ? -value : value; + } + + return 0.0f; + } + + return 0.0f; +} + +std::string_view config::GamepadAxis::get_name(void) const +{ + return m_name; +} |
