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-rw-r--r--game/client/io/gamepad.hh100
1 files changed, 50 insertions, 50 deletions
diff --git a/game/client/io/gamepad.hh b/game/client/io/gamepad.hh
index 9c56894..ff38127 100644
--- a/game/client/io/gamepad.hh
+++ b/game/client/io/gamepad.hh
@@ -1,50 +1,50 @@
-#pragma once
-
-namespace io
-{
-constexpr static int INVALID_GAMEPAD_AXIS = INT_MAX;
-constexpr static int INVALID_GAMEPAD_BUTTON = INT_MAX;
-} // namespace io
-
-namespace config
-{
-class Boolean;
-class Float;
-} // namespace config
-
-struct GLFWgamepadstate;
-
-namespace io::gamepad
-{
-extern bool available;
-extern config::Float deadzone;
-extern config::Boolean active;
-extern GLFWgamepadstate state;
-extern GLFWgamepadstate last_state;
-} // namespace io::gamepad
-
-namespace io::gamepad
-{
-void init(void);
-void update_late(void);
-} // namespace io::gamepad
-
-namespace io
-{
-// This simulates buttons using axes. When an axis
-// value exceeds 1.5 times the deadzone, the event is
-// queued with a GLFW_PRESS action, when it falls back
-// below the threshold, the event is queued with GLFW_RELEASE action
-struct GamepadAxisEvent final {
- int action;
- int axis;
-};
-
-// This smears GLFW event sugar over gamepad polling
-// system. Whenever it detects a state change, the event
-// is queued with an appropriate action
-struct GamepadButtonEvent final {
- int action;
- int button;
-};
-} // namespace io
+#pragma once
+
+namespace io
+{
+constexpr static int INVALID_GAMEPAD_AXIS = INT_MAX;
+constexpr static int INVALID_GAMEPAD_BUTTON = INT_MAX;
+} // namespace io
+
+namespace config
+{
+class Boolean;
+class Float;
+} // namespace config
+
+struct GLFWgamepadstate;
+
+namespace io::gamepad
+{
+extern bool available;
+extern config::Float deadzone;
+extern config::Boolean active;
+extern GLFWgamepadstate state;
+extern GLFWgamepadstate last_state;
+} // namespace io::gamepad
+
+namespace io::gamepad
+{
+void init(void);
+void update_late(void);
+} // namespace io::gamepad
+
+namespace io
+{
+// This simulates buttons using axes. When an axis
+// value exceeds 1.5 times the deadzone, the event is
+// queued with a GLFW_PRESS action, when it falls back
+// below the threshold, the event is queued with GLFW_RELEASE action
+struct GamepadAxisEvent final {
+ int action;
+ int axis;
+};
+
+// This smears GLFW event sugar over gamepad polling
+// system. Whenever it detects a state change, the event
+// is queued with an appropriate action
+struct GamepadButtonEvent final {
+ int action;
+ int button;
+};
+} // namespace io