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-rw-r--r--src/game/client/gamepad.hh45
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diff --git a/src/game/client/gamepad.hh b/src/game/client/gamepad.hh
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+#ifndef CLIENT_GAMEPAD_HH
+#define CLIENT_GAMEPAD_HH 1
+#pragma once
+
+constexpr static int INVALID_GAMEPAD_AXIS = INT_MAX;
+constexpr static int INVALID_GAMEPAD_BUTTON = INT_MAX;
+
+class ConfigBoolean;
+class ConfigFloat;
+
+struct GLFWgamepadstate;
+
+namespace gamepad
+{
+extern bool available;
+extern ConfigFloat deadzone;
+extern ConfigBoolean active;
+extern GLFWgamepadstate state;
+extern GLFWgamepadstate last_state;
+} // namespace gamepad
+
+namespace gamepad
+{
+void init(void);
+void update_late(void);
+} // namespace gamepad
+
+// 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;
+};
+
+#endif /* CLIENT_GAMEPAD_HH */