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// SPDX-License-Identifier: BSD-2-Clause
// Copyright (c) 2025 Kirill Dmitrievich
// File: gamepad_axis.cc
// Description: Gamepad axis config value
#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(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 = 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;
}
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