simplifying input calls & state

This commit is contained in:
Noel Berry 2021-05-09 18:37:31 -07:00
parent 81e2de3553
commit 2447490033
4 changed files with 192 additions and 274 deletions

View File

@ -28,7 +28,6 @@
#include "blah/images/image.h"
#include "blah/images/packer.h"
#include "blah/numerics/calc.h"
#include "blah/numerics/circle.h"
#include "blah/numerics/color.h"

View File

@ -275,22 +275,55 @@ namespace Blah
struct KeyboardState
{
// whether a key was pressed this frame
bool pressed[Input::max_keyboard_keys];
// whether a key is currently held
bool down[Input::max_keyboard_keys];
// whether a key was released this frame
bool released[Input::max_keyboard_keys];
// the timestamp for the key being pressed
u64 timestamp[Input::max_keyboard_keys];
// current text input this frame
String text;
// Checks if the Left or Right Ctrl Key is down
bool ctrl();
// Checks if the Left or Right Shift Key is down
bool shift();
// Checks if the Left or Right Alt Key is down
bool alt();
};
struct MouseState
{
// whether a button was pressed this frame
bool pressed[Input::max_mouse_buttons];
// whether a button was held this frame
bool down[Input::max_mouse_buttons];
// whether a button was released this frame
bool released[Input::max_mouse_buttons];
// the timestamp for the button being pressed
u64 timestamp[Input::max_mouse_buttons];
// mouse position in screen coordinates
Vec2 screen_position;
// mouse position in pixel coordinates
Vec2 draw_position;
// mouse position on the window
Vec2 position;
// mouse wheel value this frame
Point wheel;
};
@ -306,48 +339,63 @@ namespace Blah
// The current Mouse state
MouseState mouse;
};
// Keyboard Keys
enum class Key
struct Keys
{
#define DEFINE_KEY(name, value) name = value,
BLAH_KEY_DEFINITIONS
#undef DEFINE_KEY
enum Enumeration
{
#define DEFINE_KEY(name, value) name = value,
BLAH_KEY_DEFINITIONS
#undef DEFINE_KEY
};
};
using Key = Keys::Enumeration;
// Game Controller Buttons
enum class Button
struct Buttons
{
#define DEFINE_BTN(name, value) name = value,
BLAH_BUTTON_DEFINITIONS
#undef DEFINE_BTN
enum Enumeration
{
#define DEFINE_BTN(name, value) name = value,
BLAH_BUTTON_DEFINITIONS
#undef DEFINE_BTN
};
};
using Button = Buttons::Enumeration;
// Game Controller Axes
enum class Axis
// Game Controller Axis
struct Axes
{
None = -1,
LeftX = 0,
LeftY = 1,
RightX = 2,
RightY = 3,
LeftTrigger = 4,
RightTrigger = 5
enum Enumeration
{
None = -1,
LeftX = 0,
LeftY = 1,
RightX = 2,
RightY = 3,
LeftTrigger = 4,
RightTrigger = 5,
};
};
using Axis = Axes::Enumeration;
// Mouse Buttons
enum class MouseButton
struct MouseButtons
{
None = -1,
Left = 0,
Middle = 1,
Right = 2,
enum Enumeration
{
None = -1,
Left = 0,
Middle = 1,
Right = 2,
};
};
using MouseButton = MouseButtons::Enumeration;
class InputBinding;
using InputBindingRef = Ref<InputBinding>;
class ButtonBinding;
using ButtonBindingRef = Ref<ButtonBinding>;
class AxisBinding;
using AxisBindingRef = Ref<AxisBinding>;
@ -359,7 +407,7 @@ namespace Blah
// You must call Binding::update() every frame to poll the input state.
// Alternatively, bindings can be registered to Input which will
// automatically update them.
class InputBinding
class ButtonBinding
{
public:
@ -418,16 +466,16 @@ namespace Blah
// List of bound Mouse buttons
StackVector<MouseButton, 16> mouse;
InputBinding() = default;
ButtonBinding() = default;
InputBinding(float press_buffer)
ButtonBinding(float press_buffer)
: press_buffer(press_buffer)
{
}
template<typename ... Args>
InputBinding(float press_buffer, const Args&... args)
ButtonBinding(float press_buffer, const Args&... args)
: press_buffer(press_buffer)
{
add(args...);
@ -461,20 +509,20 @@ namespace Blah
void consume_release();
// adds a key to the binding
InputBinding& add(Key key);
ButtonBinding& add(Key key);
// adds a button to the binding
InputBinding& add(ButtonBind button);
ButtonBinding& add(ButtonBind button);
// adds an trigger to the binding
InputBinding& add(TriggerBind trigger);
ButtonBinding& add(TriggerBind trigger);
// adds a mouse button to the binding
InputBinding& add(MouseButton mouse);
ButtonBinding& add(MouseButton mouse);
// adds an input to the binding
template<typename T, typename T2, typename ... Args>
InputBinding& add(T first, T2 second, const Args&... args)
ButtonBinding& add(T first, T2 second, const Args&... args)
{
add(first);
add(second, args...);
@ -482,13 +530,13 @@ namespace Blah
}
// adds the left trigger to the binding
InputBinding& add_left_trigger(int controller, float threshold);
ButtonBinding& add_left_trigger(int controller, float threshold);
// adds the right trigger to the binding
InputBinding& add_right_trigger(int controller, float threshold);
ButtonBinding& add_right_trigger(int controller, float threshold);
// assigns all the bindings to the specific controller
InputBinding& set_controller(int index);
ButtonBinding& set_controller(int index);
// removes all bindings
void clear();
@ -526,17 +574,17 @@ namespace Blah
};
// Negative Value Binding
InputBinding negative;
ButtonBinding negative;
// Positive Value Binding
InputBinding positive;
ButtonBinding positive;
// How to handle overlaps (ex. Left and Right are both held)
Overlap overlap = Overlap::Newer;
AxisBinding() = default;
AxisBinding(const InputBinding& negative, const InputBinding& positive, Overlap overlap = Overlap::Newer)
AxisBinding(const ButtonBinding& negative, const ButtonBinding& positive, Overlap overlap = Overlap::Newer)
: negative(negative)
, positive(positive)
, overlap(overlap)
@ -648,13 +696,11 @@ namespace Blah
namespace Input
{
// Returns the Input State of the current frame.
// This pointer is only valid for the current frame and should not be stored.
const InputState* state();
// Input State for the current frame
extern InputState state;
// Returns the Input State of the previous frame.
// This pointer is only valid for the current frame and should not be stored.
const InputState* last_state();
// Input State for the previous frame
extern InputState last_state;
// Gets the Mouse Position
Vec2 mouse();
@ -667,10 +713,10 @@ namespace Blah
// Checks if the given Mouse Button is pressed
bool pressed(MouseButton button);
// Checks if the given Mouse Button is down
bool down(MouseButton button);
// Checks if the given Mouse Button is released
bool released(MouseButton button);
@ -695,42 +741,14 @@ namespace Blah
// Checks if the Left or Right Alt Key is down
bool alt();
// Get the current Text Input
const char* text();
// Gets the controller info for the current controller index.
// If the controller is not connected or the index it out of range, this will set an unconnected controller.
const ControllerState* controller(int controller_index);
// Checks if the button on the controller was pressed this frame.
// If the controller is not connected, or the index is out of range, this will return false.
bool pressed(int controller_index, Button button);
// Checks if the button on the controller was held this frame.
// If the controller is not connected, or the index is out of range, this will return false.
bool down(int controller_index, Button button);
// Checks if the button on the controller was released this frame.
// If the controller is not connected, or the index is out of range, this will return false.
bool released(int controller_index, Button button);
// returns the value of the given axis
float axis_check(int controller_index, Axis axis);
// checks the given virtual axis, described by 2 keys. `fallback` is returned if both keys are held
int axis_check(int fallback, Key negative, Key positive);
// checks the given virtual axis, described by 2 buttons. `fallback` is returned if both buttons are held
int axis_check(int fallback, int controller_index, Button negative, Button positive);
// returns a string name of the given key
// returns a string name of the key
const char* name_of(Key key);
// returns a string name of the given button
// returns a string name of the button
const char* name_of(Button button);
// registers a new binding
InputBindingRef register_binding(const InputBinding& binding);
ButtonBindingRef register_binding(const ButtonBinding& binding);
// registers a new axis binding
AxisBindingRef register_binding(const AxisBinding& binding);

View File

@ -295,4 +295,4 @@ namespace
}
extern const TargetRef App::backbuffer = TargetRef(new BackBuffer());
const TargetRef App::backbuffer = TargetRef(new BackBuffer());

View File

@ -11,26 +11,27 @@ using namespace Blah;
namespace
{
InputState g_last_state;
InputState g_curr_state;
InputState g_next_state;
InputState g_empty_state;
ControllerState g_empty_controller;
Vector<WeakRef<InputBinding>> g_bindings;
Vector<WeakRef<ButtonBinding>> g_buttons;
Vector<WeakRef<AxisBinding>> g_axes;
Vector<WeakRef<StickBinding>> g_sticks;
}
InputState Blah::Input::state;
InputState Blah::Input::last_state;
void InputBackend::init()
{
g_empty_controller.name = "Disconnected";
for (int i = 0; i < Blah::Input::max_controllers; i++)
g_empty_state.controllers[i].name = g_empty_controller.name;
g_last_state = g_empty_state;
g_curr_state = g_empty_state;
Input::last_state = g_empty_state;
Input::state = g_empty_state;
g_next_state = g_empty_state;
g_bindings.dispose();
g_buttons.dispose();
g_axes.dispose();
g_sticks.dispose();
}
@ -38,8 +39,8 @@ void InputBackend::init()
void InputBackend::frame()
{
// cycle states
g_last_state = g_curr_state;
g_curr_state = g_next_state;
Input::last_state = Input::state;
Input::state = g_next_state;
// copy state, clear pressed / released values
{
@ -75,14 +76,14 @@ void InputBackend::frame()
// update bindings
for (int i = 0; i < g_bindings.size(); i++)
for (int i = 0; i < g_buttons.size(); i++)
{
if (g_bindings[i].use_count() <= 0)
if (g_buttons[i].use_count() <= 0)
{
g_bindings.erase(i);
g_buttons.erase(i);
i--;
}
else if (auto binding = g_bindings[i].lock())
else if (auto binding = g_buttons[i].lock())
{
binding->update();
}
@ -245,184 +246,84 @@ void InputBackend::on_axis_move(int index, int axis, float value)
}
}
const InputState* Input::state()
bool KeyboardState::ctrl()
{
return &g_curr_state;
return down[Key::LeftControl] || down[Key::RightControl];
}
const InputState* Input::last_state()
bool KeyboardState::shift()
{
return &g_last_state;
return down[Key::LeftShift] || down[Key::RightShift];
}
bool KeyboardState::alt()
{
return down[Key::LeftAlt] || down[Key::RightAlt];
}
Vec2 Input::mouse()
{
return g_curr_state.mouse.position;
return state.mouse.position;
}
Vec2 Input::mouse_draw()
{
return Vec2(g_curr_state.mouse.draw_position);
return state.mouse.draw_position;
}
Vec2 Input::mouse_screen()
{
return Vec2(g_curr_state.mouse.screen_position);
return state.mouse.screen_position;
}
bool Input::pressed(MouseButton button)
{
int i = (int)button;
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.pressed[i];
return state.mouse.pressed[button];
}
bool Input::down(MouseButton button)
{
int i = (int)button;
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.down[i];
return state.mouse.down[button];
}
bool Input::released(MouseButton button)
{
int i = (int)button;
return i >= 0 && i < Blah::Input::max_mouse_buttons&& g_curr_state.mouse.released[i];
return state.mouse.released[button];
}
Point Input::mouse_wheel()
{
return g_curr_state.mouse.wheel;
return state.mouse.wheel;
}
bool Input::pressed(Key key)
{
int i = (int)key;
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.pressed[i];
return state.keyboard.pressed[key];
}
bool Input::down(Key key)
{
int i = (int)key;
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.down[i];
return state.keyboard.down[key];
}
bool Input::released(Key key)
{
int i = (int)key;
return i > 0 && i < Blah::Input::max_keyboard_keys&& g_curr_state.keyboard.released[i];
return state.keyboard.released[key];
}
bool Input::ctrl()
{
return down(Key::LeftControl) || down(Key::RightControl);
return state.keyboard.ctrl();
}
bool Input::shift()
{
return down(Key::LeftShift) || down(Key::RightShift);
return state.keyboard.shift();
}
bool Input::alt()
{
return down(Key::LeftAlt) || down(Key::RightAlt);
}
const char* Input::text()
{
return g_curr_state.keyboard.text;
}
const ControllerState* Input::controller(int controllerIndex)
{
if (controllerIndex >= Blah::Input::max_controllers)
{
Log::warn("Trying to access a out-of-range controller at %i", controllerIndex);
return &g_empty_controller;
}
else if (!g_curr_state.controllers[controllerIndex].is_connected)
{
return &g_empty_controller;
}
else
{
return &g_curr_state.controllers[controllerIndex];
}
}
bool Input::pressed(int controllerIndex, Button button)
{
int i = (int)button;
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
return g_curr_state.controllers[controllerIndex].pressed[i];
return false;
}
bool Input::down(int controllerIndex, Button button)
{
int i = (int)button;
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
return g_curr_state.controllers[controllerIndex].down[i];
return false;
}
bool Input::released(int controllerIndex, Button button)
{
int i = (int)button;
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_buttons)
return g_curr_state.controllers[controllerIndex].released[i];
return false;
}
float Input::axis_check(int controllerIndex, Axis axis)
{
int i = (int)axis;
if (controllerIndex < Blah::Input::max_controllers && i >= 0 && i < Blah::Input::max_controller_axis)
return g_curr_state.controllers[controllerIndex].axis[i];
return 0;
}
int Input::axis_check(int fallback, Key negative, Key positive)
{
if (Input::pressed(positive))
return 1;
else if (Input::pressed(negative))
return -1;
else
{
bool pos = Input::down(positive);
bool neg = Input::down(negative);
if (pos && neg)
return fallback;
else if (pos)
return 1;
else if (neg)
return -1;
else
return 0;
}
}
int Input::axis_check(int fallback, int controllerIndex, Button negative, Button positive)
{
if (Input::pressed(controllerIndex, positive))
return 1;
else if (Input::pressed(controllerIndex, negative))
return -1;
else
{
bool pos = Input::down(controllerIndex, positive);
bool neg = Input::down(controllerIndex, negative);
if (pos && neg)
return fallback;
else if (pos)
return 1;
else if (neg)
return -1;
else
return 0;
}
return state.keyboard.alt();
}
const char* Input::name_of(Key key)
@ -449,10 +350,10 @@ const char* Input::name_of(Button button)
return "Unknown";
}
InputBindingRef Input::register_binding(const InputBinding& binding)
ButtonBindingRef Input::register_binding(const ButtonBinding& binding)
{
auto result = std::make_shared<InputBinding>(binding);
g_bindings.push_back(WeakRef<InputBinding>(result));
auto result = std::make_shared<ButtonBinding>(binding);
g_buttons.push_back(WeakRef<ButtonBinding>(result));
return result;
}
@ -471,19 +372,19 @@ StickBindingRef Input::register_binding(const StickBinding& binding)
}
InputBinding::TriggerBind::TriggerBind(Axis axis)
ButtonBinding::TriggerBind::TriggerBind(Axis axis)
: axis(axis)
{
}
InputBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
ButtonBinding::TriggerBind::TriggerBind(int controller, Axis axis, float threshold, bool positive)
: controller(controller), axis(axis), threshold(threshold), positive(positive)
{
}
bool InputBinding::TriggerBind::is_down(float axis_value) const
bool ButtonBinding::TriggerBind::is_down(float axis_value) const
{
if ((axis_value > 0 && positive) || (axis_value < 0 && !positive))
{
@ -494,13 +395,13 @@ bool InputBinding::TriggerBind::is_down(float axis_value) const
return false;
}
InputBinding::ButtonBind::ButtonBind(Button button)
ButtonBinding::ButtonBind::ButtonBind(Button button)
: button(button) {}
InputBinding::ButtonBind::ButtonBind(int controller, Button button)
ButtonBinding::ButtonBind::ButtonBind(int controller, Button button)
: controller(controller), button(button) {}
bool InputBinding::pressed() const
bool ButtonBinding::pressed() const
{
if (m_press_consumed)
return false;
@ -511,7 +412,7 @@ bool InputBinding::pressed() const
return m_pressed;
}
bool InputBinding::released() const
bool ButtonBinding::released() const
{
if (m_release_consumed)
return false;
@ -522,27 +423,27 @@ bool InputBinding::released() const
return m_released;
}
bool InputBinding::down() const
bool ButtonBinding::down() const
{
return m_down;
}
float InputBinding::value() const
float ButtonBinding::value() const
{
return m_value;
}
int InputBinding::sign() const
int ButtonBinding::sign() const
{
return (int)Calc::sign(m_value);
}
double InputBinding::timestamp() const
double ButtonBinding::timestamp() const
{
return m_last_timestamp;
}
void InputBinding::update()
void ButtonBinding::update()
{
m_press_consumed = false;
m_release_consumed = false;
@ -572,55 +473,55 @@ void InputBinding::update()
m_value = get_value();
}
void InputBinding::consume_press()
void ButtonBinding::consume_press()
{
m_press_consumed = true;
m_last_press_time = -1;
}
void InputBinding::consume_release()
void ButtonBinding::consume_release()
{
m_release_consumed = true;
m_last_release_time = -1;
}
InputBinding& InputBinding::add(Key key)
ButtonBinding& ButtonBinding::add(Key key)
{
keys.push_back(key);
return *this;
}
InputBinding& InputBinding::add(ButtonBind button)
ButtonBinding& ButtonBinding::add(ButtonBind button)
{
buttons.push_back(button);
return *this;
}
InputBinding& InputBinding::add(TriggerBind trigger)
ButtonBinding& ButtonBinding::add(TriggerBind trigger)
{
triggers.push_back(trigger);
return *this;
}
InputBinding& InputBinding::add(MouseButton button)
ButtonBinding& ButtonBinding::add(MouseButton button)
{
mouse.push_back(button);
return *this;
}
InputBinding& InputBinding::add_left_trigger(int controller, float threshold)
ButtonBinding& ButtonBinding::add_left_trigger(int controller, float threshold)
{
triggers.push_back(TriggerBind(controller, Axis::LeftTrigger, threshold, true));
return *this;
}
InputBinding& InputBinding::add_right_trigger(int controller, float threshold)
ButtonBinding& ButtonBinding::add_right_trigger(int controller, float threshold)
{
triggers.push_back(TriggerBind(controller, Axis::RightTrigger, threshold, true));
return *this;
}
InputBinding& InputBinding::set_controller(int index)
ButtonBinding& ButtonBinding::set_controller(int index)
{
for (auto& it : buttons)
it.controller = index;
@ -630,7 +531,7 @@ InputBinding& InputBinding::set_controller(int index)
return *this;
}
void InputBinding::clear()
void ButtonBinding::clear()
{
keys.clear();
buttons.clear();
@ -638,18 +539,18 @@ void InputBinding::clear()
mouse.clear();
}
bool InputBinding::get_pressed() const
bool ButtonBinding::get_pressed() const
{
for (auto& it : keys)
if (Input::pressed(it))
if (Input::state.keyboard.pressed[it])
return true;
for (auto& it : mouse)
if (Input::pressed(it))
if (Input::state.mouse.pressed[it])
return true;
for (auto& it : buttons)
if (Input::pressed(it.controller, it.button))
if (Input::state.controllers[it.controller].pressed[it.button])
return true;
for (auto& it : triggers)
@ -660,26 +561,26 @@ bool InputBinding::get_pressed() const
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
!it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]) &&
!it.is_down(Input::last_state.controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
bool InputBinding::get_released() const
bool ButtonBinding::get_released() const
{
for (auto& it : keys)
if (Input::released(it))
if (Input::state.keyboard.released[it])
return true;
for (auto& it : mouse)
if (Input::released(it))
if (Input::state.mouse.released[it])
return true;
for (auto& it : buttons)
if (Input::released(it.controller, it.button))
if (Input::state.controllers[it.controller].released[it.button])
return true;
for (auto& it : triggers)
@ -690,26 +591,26 @@ bool InputBinding::get_released() const
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
if (!it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]) &&
it.is_down(Input::last_state()->controllers[it.controller].axis[(int)it.axis]))
if (!it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]) &&
it.is_down(Input::last_state.controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
bool InputBinding::get_down() const
bool ButtonBinding::get_down() const
{
for (auto& it : keys)
if (Input::down(it))
if (Input::state.keyboard.down[it])
return true;
for (auto& it : mouse)
if (Input::down(it))
if (Input::state.mouse.down[it])
return true;
for (auto& it : buttons)
if (Input::down(it.controller, it.button))
if (Input::state.controllers[it.controller].down[it.button])
return true;
for (auto& it : triggers)
@ -720,25 +621,25 @@ bool InputBinding::get_down() const
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
if (it.is_down(Input::state()->controllers[it.controller].axis[(int)it.axis]))
if (it.is_down(Input::state.controllers[it.controller].axis[(int)it.axis]))
return true;
}
return false;
}
float InputBinding::get_value() const
float ButtonBinding::get_value() const
{
for (auto& it : keys)
if (Input::down(it))
if (Input::state.keyboard.down[it])
return 1.0f;
for (auto& it : mouse)
if (Input::down(it))
if (Input::state.mouse.down[it])
return 1.0f;
for (auto& it : buttons)
if (Input::down(it.controller, it.button))
if (Input::state.controllers[it.controller].down[it.button])
return 1.0f;
float highest = 0;
@ -751,7 +652,7 @@ float InputBinding::get_value() const
if ((int)it.axis < 0 || (int)it.axis >= Input::max_controller_axis)
continue;
float raw_value = Input::state()->controllers[it.controller].axis[(int)it.axis];
float raw_value = Input::state.controllers[it.controller].axis[(int)it.axis];
if (it.is_down(raw_value))
{
@ -828,29 +729,29 @@ void AxisBinding::consume_release()
AxisBinding& AxisBinding::add_left_stick_x(int controller, float threshold)
{
negative.add(InputBinding::TriggerBind(controller, Axis::LeftX, threshold, false));
positive.add(InputBinding::TriggerBind(controller, Axis::LeftX, threshold, true));
negative.add(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftX, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_left_stick_y(int controller, float threshold)
{
negative.add(InputBinding::TriggerBind(controller, Axis::LeftY, threshold, false));
positive.add(InputBinding::TriggerBind(controller, Axis::LeftY, threshold, true));
negative.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::LeftY, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_right_stick_x(int controller, float threshold)
{
negative.add(InputBinding::TriggerBind(controller, Axis::RightX, threshold, false));
positive.add(InputBinding::TriggerBind(controller, Axis::RightX, threshold, true));
negative.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::RightX, threshold, true));
return *this;
}
AxisBinding& AxisBinding::add_right_stick_y(int controller, float threshold)
{
negative.add(InputBinding::TriggerBind(controller, Axis::RightY, threshold, false));
positive.add(InputBinding::TriggerBind(controller, Axis::RightY, threshold, true));
negative.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, false));
positive.add(ButtonBinding::TriggerBind(controller, Axis::RightY, threshold, true));
return *this;
}
@ -901,10 +802,10 @@ void StickBinding::consume_release()
StickBinding& StickBinding::add_dpad(int controller)
{
x.negative.add(InputBinding::ButtonBind(controller, Button::Left));
x.positive.add(InputBinding::ButtonBind(controller, Button::Right));
y.negative.add(InputBinding::ButtonBind(controller, Button::Up));
y.positive.add(InputBinding::ButtonBind(controller, Button::Down));
x.negative.add(ButtonBinding::ButtonBind(controller, Button::Left));
x.positive.add(ButtonBinding::ButtonBind(controller, Button::Right));
y.negative.add(ButtonBinding::ButtonBind(controller, Button::Up));
y.positive.add(ButtonBinding::ButtonBind(controller, Button::Down));
return *this;
}