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#ifndef CLIENT_GAMEPAD_AXIS_HH
#define CLIENT_GAMEPAD_AXIS_HH 1
#pragma once
#include "core/config/ivalue.hh"
struct GLFWgamepadstate;
namespace config
{
class GamepadAxis final : public IValue {
public:
explicit GamepadAxis(void);
explicit GamepadAxis(int axis, bool inverted);
virtual ~GamepadAxis(void) = default;
virtual std::string_view get(void) const override;
virtual void set(std::string_view 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
std::string_view get_name(void) const;
private:
bool m_inverted;
int m_gamepad_axis;
std::string m_full_string;
std::string_view m_name;
};
} // namespace config
#endif // CLIENT_GAMEPAD_AXIS_HH
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