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-rw-r--r--src/game/client/gamepad_axis.hh39
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diff --git a/src/game/client/gamepad_axis.hh b/src/game/client/gamepad_axis.hh
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+#ifndef CLIENT_GAMEPAD_AXIS_HH
+#define CLIENT_GAMEPAD_AXIS_HH 1
+#pragma once
+
+#include "core/config.hh"
+
+struct GLFWgamepadstate;
+
+class ConfigGamepadAxis final : public IConfigValue {
+public:
+ explicit ConfigGamepadAxis(void);
+ explicit ConfigGamepadAxis(int axis, bool inverted);
+ virtual ~ConfigGamepadAxis(void) = default;
+
+ virtual const char* get(void) const override;
+ virtual void set(const char* value) override;
+
+ int get_axis(void) const;
+ void set_axis(int axis);
+
+ bool is_inverted(void) const;
+ void set_inverted(bool inverted);
+
+ float get_value(const GLFWgamepadstate& state, float deadzone = 0.0f) const;
+
+ // Conventional get/set methods implemented by
+ // this configuration value actually contain the
+ // inversion flag. Since we're updating that flag
+ // in the UI by means of a separate checkbox, we only need the name here
+ const char* get_name(void) const;
+
+private:
+ bool m_inverted;
+ int m_gamepad_axis;
+ std::string m_full_string;
+ const char* m_name;
+};
+
+#endif /* CLIENT_GAMEPAD_AXIS_HH */