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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 */