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authoruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
committeruntodesu <kirill@untode.su>2025-12-11 15:14:26 +0500
commitf40d09cb8f712e87691af4912f3630d92d692779 (patch)
tree7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/game/client/config/gamepad_axis.cc
parent8bcbd2729388edc63c82d77d314b583af1447c49 (diff)
downloadvoxelius-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.cc115
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;
+}