/*
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* Copyright (C) 2021 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game-controller.hpp"
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#include "event/input-events.hpp"
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#include "event/event-dispatcher.hpp"
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#include "math/map.hpp"
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#include <algorithm>
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#include <cmath>
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namespace input {
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game_controller::game_controller():
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connected(true),
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left_deadzone_cross(true),
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right_deadzone_cross(true),
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left_deadzone_roundness(0.0f),
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right_deadzone_roundness(0.0f)
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{
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for (int i = 0; i < 6; ++i)
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{
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axis_values[i] = 0.0f;
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axis_activation_min[i] = 0.0f;
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axis_activation_max[i] = 1.0f;
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axis_response_curves[i] = game_controller_response_curve::linear;
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}
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}
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void game_controller::set_activation_threshold(game_controller_axis axis, float min, float max)
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{
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axis_activation_min[static_cast<int>(axis)] = min;
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axis_activation_max[static_cast<int>(axis)] = max;
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}
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void game_controller::set_response_curve(game_controller_axis axis, game_controller_response_curve curve)
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{
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axis_response_curves[static_cast<int>(axis)] = curve;
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}
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void game_controller::set_left_deadzone_cross(bool cross)
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{
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left_deadzone_cross = cross;
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}
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void game_controller::set_right_deadzone_cross(bool cross)
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{
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right_deadzone_cross = cross;
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}
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void game_controller::set_left_deadzone_roundness(float roundness)
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{
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left_deadzone_roundness = roundness;
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}
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void game_controller::set_right_deadzone_roundness(float roundness)
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{
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right_deadzone_roundness = roundness;
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}
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void game_controller::press(game_controller_button button)
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{
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if (!device::event_dispatcher)
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{
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return;
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}
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game_controller_button_pressed_event event;
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event.controller = this;
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event.button = button;
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device::event_dispatcher->queue(event);
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}
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void game_controller::release(game_controller_button button)
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{
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if (!device::event_dispatcher)
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{
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return;
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}
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game_controller_button_released_event event;
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event.controller = this;
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event.button = button;
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device::event_dispatcher->queue(event);
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}
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void game_controller::move(game_controller_axis axis, float value)
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{
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// Update axis value
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axis_values[static_cast<int>(axis)] = value;
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if (!device::event_dispatcher)
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{
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return;
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}
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switch (axis)
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{
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case game_controller_axis::left_x:
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case game_controller_axis::left_y:
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if (left_deadzone_cross)
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handle_axial_motion(axis);
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else
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handle_biaxial_motion(game_controller_axis::left_x, game_controller_axis::left_y);
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break;
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case game_controller_axis::right_x:
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case game_controller_axis::right_y:
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if (right_deadzone_cross)
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handle_axial_motion(axis);
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else
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handle_biaxial_motion(game_controller_axis::right_x, game_controller_axis::right_y);
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break;
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default:
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handle_axial_motion(axis);
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break;
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}
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}
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void game_controller::handle_axial_motion(game_controller_axis axis)
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{
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// Get axis parameters
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const int axis_index = static_cast<int>(axis);
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const float activation_min = axis_activation_min[axis_index];
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const float activation_max = axis_activation_max[axis_index];
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const float axis_value = axis_values[axis_index];
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const game_controller_response_curve response_curve = axis_response_curves[axis_index];
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// Build event
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game_controller_axis_moved_event event;
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event.controller = this;
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event.axis = axis;
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if (std::abs(axis_value) > activation_min)
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{
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// Remap response value according to activation thresholds and clamp to `[0, 1]`.
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float response = math::map(std::abs(axis_value), activation_min, activation_max, 0.0f, 1.0f);
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response = std::clamp(response, 0.0f, 1.0f);
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// Remap response value according to axis response curve
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response = curve_response(axis, response);
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// Restore sign of axis motion
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response = (axis_value < 0.0f) ? -response : response;
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event.value = response;
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}
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else
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{
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event.value = 0.0f;
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}
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// Dispatch event
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device::event_dispatcher->queue(event);
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}
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void game_controller::handle_biaxial_motion(game_controller_axis axis_x, game_controller_axis axis_y)
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{
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// Get axis parameters
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const int x_axis_index = static_cast<int>(axis_x);
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const int y_axis_index = static_cast<int>(axis_y);
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const float x_activation_min = axis_activation_min[x_axis_index];
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const float x_activation_max = axis_activation_max[x_axis_index];
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const float y_activation_min = axis_activation_min[y_axis_index];
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const float y_activation_max = axis_activation_max[y_axis_index];
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const float x_axis_value = axis_values[x_axis_index];
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const float y_axis_value = axis_values[y_axis_index];
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const game_controller_response_curve x_response_curve = axis_response_curves[x_axis_index];
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const game_controller_response_curve y_response_curve = axis_response_curves[y_axis_index];
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const float deadzone_roundness = (axis_x == game_controller_axis::left_x) ? left_deadzone_roundness : right_deadzone_roundness;
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const float radius = std::min<float>(x_activation_min, y_activation_min) * deadzone_roundness;
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const float dx = std::max<float>(0.0f, std::abs(x_axis_value) - x_activation_min + radius);
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const float dy = std::max<float>(0.0f, std::abs(y_axis_value) - y_activation_min + radius);
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const float distance = std::sqrt(dx * dx + dy * dy) - radius;
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// Build event
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game_controller_axis_moved_event event;
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event.controller = this;
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if (distance > 0.0f)
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{
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const float nx = std::abs(x_axis_value) / distance;
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const float ny = std::abs(y_axis_value) / distance;
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const float ndx = (distance - x_activation_min) / (x_activation_max - x_activation_min);
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const float ndy = (distance - y_activation_min) / (y_activation_max - y_activation_min);
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float response_x = std::clamp(nx * ndx, 0.0f, 1.0f);
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float response_y = std::clamp(ny * ndy, 0.0f, 1.0f);
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response_x = curve_response(axis_x, response_x);
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response_y = curve_response(axis_y, response_y);
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// Restore signs of axis motions
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response_x = (x_axis_value < 0.0f) ? -response_x : response_x;
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response_y = (y_axis_value < 0.0f) ? -response_y : response_y;
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event.value = response_x;
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event.axis = axis_x;
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device::event_dispatcher->queue(event);
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event.value = response_y;
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event.axis = axis_y;
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device::event_dispatcher->queue(event);
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}
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else
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{
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event.value = 0.0f;
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event.axis = axis_x;
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device::event_dispatcher->queue(event);
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event.axis = axis_y;
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device::event_dispatcher->queue(event);
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}
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}
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float game_controller::curve_response(game_controller_axis axis, float response) const
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{
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const game_controller_response_curve response_curve = axis_response_curves[static_cast<int>(axis)];
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switch (response_curve)
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{
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case game_controller_response_curve::linear:
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break;
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case game_controller_response_curve::square:
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response = response * response;
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break;
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case game_controller_response_curve::cube:
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response = response * response * response;
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break;
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}
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return response;
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}
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void game_controller::connect(bool reconnected)
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{
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connected = true;
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game_controller_connected_event event;
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event.controller = this;
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event.reconnected = reconnected;
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device::event_dispatcher->queue(event);
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}
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void game_controller::disconnect()
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{
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connected = false;
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game_controller_disconnected_event event;
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event.controller = this;
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device::event_dispatcher->queue(event);
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}
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} // namespace input
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