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// SPDX-License-Identifier: BSD-2-Clause
// Copyright (c) 2025 Kirill Dmitrievich
// File: gamepad_button.cc
// Description: Gamepad button config value
#include "client/pch.hh"
#include "client/config/gamepad_button.hh"
#include "core/math/constexpr.hh"
#include "client/io/gamepad.hh"
constexpr static std::string_view UNKNOWN_BUTTON_NAME = "UNKNOWN";
static const std::pair<int, std::string_view> button_names[] = {
{ GLFW_GAMEPAD_BUTTON_A, "A" },
{ GLFW_GAMEPAD_BUTTON_B, "B" },
{ GLFW_GAMEPAD_BUTTON_X, "X" },
{ GLFW_GAMEPAD_BUTTON_Y, "Y" },
{ GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, "L_BUMP" },
{ GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, "R_BUMP" },
{ GLFW_GAMEPAD_BUTTON_BACK, "BACK" },
{ GLFW_GAMEPAD_BUTTON_START, "START" },
{ GLFW_GAMEPAD_BUTTON_GUIDE, "GUIDE" },
{ GLFW_GAMEPAD_BUTTON_LEFT_THUMB, "L_THUMB" },
{ GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, "R_THUMB" },
{ GLFW_GAMEPAD_BUTTON_DPAD_UP, "DPAD_UP" },
{ GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, "DPAD_RIGHT" },
{ GLFW_GAMEPAD_BUTTON_DPAD_DOWN, "DPAD_DOWN" },
{ GLFW_GAMEPAD_BUTTON_DPAD_LEFT, "DPAD_LEFT" },
};
static std::string_view get_button_name(int button)
{
for(const auto& it : button_names) {
if(it.first == button) {
return it.second;
}
}
return UNKNOWN_BUTTON_NAME;
}
config::GamepadButton::GamepadButton(void)
{
m_gamepad_button = INVALID_GAMEPAD_BUTTON;
m_name = UNKNOWN_BUTTON_NAME;
}
config::GamepadButton::GamepadButton(int button)
{
m_gamepad_button = button;
m_name = get_button_name(button);
}
std::string_view config::GamepadButton::get(void) const
{
return m_name;
}
void config::GamepadButton::set(std::string_view value)
{
for(const auto& it : button_names) {
if(0 == it.second.compare(value)) {
m_gamepad_button = it.first;
m_name = it.second;
return;
}
}
m_gamepad_button = INVALID_GAMEPAD_BUTTON;
m_name = UNKNOWN_BUTTON_NAME;
}
int config::GamepadButton::get_button(void) const
{
return m_gamepad_button;
}
void config::GamepadButton::set_button(int button)
{
m_gamepad_button = button;
m_name = get_button_name(button);
}
bool config::GamepadButton::equals(int button) const
{
return m_gamepad_button == button;
}
bool config::GamepadButton::is_pressed(const GLFWgamepadstate& state) const
{
return m_gamepad_button < math::array_size(state.buttons) && state.buttons[m_gamepad_button] == GLFW_PRESS;
}
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