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/*
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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 "controls.hpp"
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#include "resources/resource-manager.hpp"
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#include "application.hpp"
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#include <fstream>
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namespace game {
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std::string gamepad_calibration_path(const game::context* ctx, const input::gamepad* gamepad)
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{
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return "gamepad-" + gamepad->get_guid() + ".json";
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}
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json default_control_profile()
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{
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return json();
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}
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json default_gamepad_calibration()
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{
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const float activation_min = 0.15f;
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const float activation_max = 0.98f;
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const bool deadzone_cross = false;
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const float deadzone_roundness = 1.0f;
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const std::string response_curve = "linear";
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json calibration;
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calibration["leftx_activation"] = {activation_min, activation_max};
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calibration["lefty_activation"] = {activation_min, activation_max};
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calibration["rightx_activation"] = {activation_min, activation_max};
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calibration["righty_activation"] = {activation_min, activation_max};
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calibration["lefttrigger_activation"] = {activation_min, activation_max};
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calibration["righttrigger_activation"] = {activation_min, activation_max};
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calibration["leftx_response_curve"] = response_curve;
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calibration["lefty_response_curve"] = response_curve;
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calibration["rightx_response_curve"] = response_curve;
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calibration["righty_response_curve"] = response_curve;
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calibration["lefttrigger_response_curve"] = response_curve;
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calibration["righttrigger_response_curve"] = response_curve;
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calibration["left_deadzone_cross"] = deadzone_cross;
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calibration["right_deadzone_cross"] = deadzone_cross;
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calibration["left_deadzone_roundness"] = deadzone_roundness;
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calibration["right_deadzone_roundness"] = deadzone_roundness;
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return calibration;
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}
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json* load_gamepad_calibration(game::context* ctx, input::gamepad* gamepad)
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{
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// Determine path to gamepad calibration file
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std::string filepath = gamepad_calibration_path(ctx, gamepad);
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// Load gamepad calibration file
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json* calibration = ctx->resource_manager->load<json>(filepath);
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return calibration;
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}
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bool save_gamepad_calibration(const game::context* ctx, const input::gamepad* gamepad, const json& calibration)
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{
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// Determine path to gamepad calibration file
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std::string filepath = ctx->controls_path + gamepad_calibration_path(ctx, gamepad);
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// Open calibration file
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std::ofstream stream;
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stream.open(filepath);
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if (!stream)
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return false;
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// Write calibration to file
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stream << calibration.dump(1, '\t');
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if (stream.bad())
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{
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stream.close();
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return false;
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}
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// Close calibration file
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stream.close();
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return true;
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}
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void apply_control_profile(game::context* ctx, const json& profile)
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{
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// Map gamepad buttons to strings
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const std::unordered_map<std::string, input::gamepad_button> gamepad_button_map =
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{
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{"a", input::gamepad_button::a},
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{"b", input::gamepad_button::b},
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{"x", input::gamepad_button::x},
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{"y", input::gamepad_button::y},
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{"back", input::gamepad_button::back},
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{"guide", input::gamepad_button::guide},
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{"start", input::gamepad_button::start},
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{"leftstick", input::gamepad_button::left_stick},
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{"rightstick", input::gamepad_button::right_stick},
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{"leftshoulder", input::gamepad_button::left_shoulder},
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{"rightshoulder", input::gamepad_button::right_shoulder},
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{"dpup", input::gamepad_button::dpad_up},
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{"dpdown", input::gamepad_button::dpad_down},
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{"dpleft", input::gamepad_button::dpad_left},
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{"dpright", input::gamepad_button::dpad_right}
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};
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// Map gamepad axes to strings
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const std::unordered_map<std::string, input::gamepad_axis> gamepad_axis_map =
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{
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{"leftx", input::gamepad_axis::left_x},
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{"lefty", input::gamepad_axis::left_y},
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{"rightx", input::gamepad_axis::right_x},
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{"righty", input::gamepad_axis::right_y},
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{"lefttrigger", input::gamepad_axis::left_trigger},
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{"righttrigger", input::gamepad_axis::right_trigger}
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};
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// Remove all existing input mappings
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for (auto control = ctx->controls.begin(); control != ctx->controls.end(); ++control)
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{
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ctx->input_event_router->remove_mappings(control->second);
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}
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// Get keyboard and mouse devices
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input::keyboard* keyboard = ctx->app->get_keyboard();
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input::mouse* mouse = ctx->app->get_mouse();
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// Find profile gamepad device
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input::gamepad* gamepad = nullptr;
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auto gamepad_element = profile.find("gamepad");
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if (gamepad_element != profile.end())
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{
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// Get gamepad GUID
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const std::string gamepad_guid = gamepad_element->get<std::string>();
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// Find gamepad with matching GUID
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for (input::gamepad* device: ctx->app->get_gamepads())
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{
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if (device->get_guid() == gamepad_guid)
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{
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gamepad = device;
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break;
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}
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}
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}
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// Find controls element
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auto controls_element = profile.find("controls");
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if (controls_element != profile.end())
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{
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// For each control in the profile
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for (auto control_element = controls_element->cbegin(); control_element != controls_element->cend(); ++control_element)
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{
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// Get the control name
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std::string control_name = control_element.key();
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// Find or create control
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input::control* control;
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if (ctx->controls.count(control_name))
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{
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control = ctx->controls[control_name];
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}
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else
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{
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control = new input::control();
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ctx->controls[control_name] = control;
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}
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// For each mapping in the control
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for (auto mapping_element = control_element.value().cbegin(); mapping_element != control_element.value().cend(); ++mapping_element)
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{
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if (!mapping_element->contains("device"))
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{
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ctx->logger->warning("Control \"" + control_name + "\" not mapped to a device");
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continue;
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}
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// Get the mapping device
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const std::string device = (*mapping_element)["device"];
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if (device == "keyboard")
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{
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// Parse key name
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if (!mapping_element->contains("key"))
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{
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ctx->logger->warning("Control \"" + control_name + "\" has invalid keyboard mapping");
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continue;
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}
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std::string key = (*mapping_element)["key"].get<std::string>();
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// Get scancode from key name
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input::scancode scancode = keyboard->get_scancode_from_name(key.c_str());
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if (scancode == input::scancode::unknown)
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{
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ctx->logger->warning("Control \"" + control_name + "\" mapped to unknown keyboard key \"" + key + "\"");
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continue;
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}
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// Map control to keyboard key
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ctx->input_event_router->add_mapping(input::key_mapping(control, keyboard, scancode));
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ctx->logger->log("Mapped control \"" + control_name + "\" to keyboard key \"" + key + "\"");
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}
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else if (device == "mouse")
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{
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if (mapping_element->contains("button"))
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{
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// Parse mouse button index
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int button = (*mapping_element)["button"].get<int>();
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// Map control to mouse button
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ctx->input_event_router->add_mapping(input::mouse_button_mapping(control, mouse, button));
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ctx->logger->log("Mapped control \"" + control_name + "\" to mouse button " + std::to_string(button));
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}
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else if (mapping_element->contains("wheel"))
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{
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// Parse mouse wheel axis
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std::string wheel = (*mapping_element)["wheel"].get<std::string>();
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input::mouse_wheel_axis axis;
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if (wheel == "x+")
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axis = input::mouse_wheel_axis::positive_x;
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else if (wheel == "x-")
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axis = input::mouse_wheel_axis::negative_x;
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else if (wheel == "y+")
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axis = input::mouse_wheel_axis::positive_y;
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else if (wheel == "y-")
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axis = input::mouse_wheel_axis::negative_y;
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else
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{
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ctx->logger->warning("Control \"" + control_name + "\" is mapped to invalid mouse wheel axis \"" + wheel + "\"");
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continue;
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}
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// Map control to mouse wheel axis
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ctx->input_event_router->add_mapping(input::mouse_wheel_mapping(control, mouse, axis));
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ctx->logger->log("Mapped control \"" + control_name + "\" to mouse wheel axis " + wheel);
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}
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else if (mapping_element->contains("motion"))
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{
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std::string motion = (*mapping_element)["motion"].get<std::string>();
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input::mouse_motion_axis axis;
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if (motion == "x+")
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axis = input::mouse_motion_axis::positive_x;
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else if (motion == "x-")
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axis = input::mouse_motion_axis::negative_x;
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else if (motion == "y+")
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axis = input::mouse_motion_axis::positive_y;
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else if (motion == "y-")
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axis = input::mouse_motion_axis::negative_y;
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else
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{
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ctx->logger->warning("Control \"" + control_name + "\" is mapped to invalid mouse motion axis \"" + motion + "\"");
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continue;
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}
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// Map control to mouse motion axis
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ctx->input_event_router->add_mapping(input::mouse_motion_mapping(control, mouse, axis));
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ctx->logger->log("Mapped control \"" + control_name + "\" to mouse motion axis " + motion);
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}
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else
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{
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ctx->logger->warning("Control \"" + control_name + "\" has invalid mouse mapping");
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continue;
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}
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}
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else if (device == "gamepad")
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{
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if (mapping_element->contains("button"))
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{
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// Parse gamepad button
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std::string button = (*mapping_element)["button"].get<std::string>();
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auto button_it = gamepad_button_map.find(button);
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if (button_it == gamepad_button_map.end())
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{
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ctx->logger->warning("Control \"" + control_name + "\" is mapped to invalid gamepad button \"" + button + "\"");
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continue;
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}
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// Map control to gamepad button
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ctx->input_event_router->add_mapping(input::gamepad_button_mapping(control, gamepad, button_it->second));
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ctx->logger->log("Mapped control \"" + control_name + "\" to gamepad button " + button);
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}
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else if (mapping_element->contains("axis"))
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{
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std::string axis = (*mapping_element)["axis"].get<std::string>();
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// Parse gamepad axis name
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const std::string axis_name = axis.substr(0, axis.length() - 1);
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auto axis_it = gamepad_axis_map.find(axis_name);
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if (axis_it == gamepad_axis_map.end())
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{
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ctx->logger->warning("Control \"" + control_name + "\" is mapped to invalid gamepad axis \"" + axis_name + "\"");
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continue;
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}
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// Parse gamepad axis sign
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const char axis_sign = axis.back();
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if (axis_sign != '-' && axis_sign != '+')
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{
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ctx->logger->warning("Control \"" + control_name + "\" is mapped to gamepad axis with invalid sign \"" + axis_sign + "\"");
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continue;
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}
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bool axis_negative = (axis_sign == '-');
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// Map control to gamepad axis
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ctx->input_event_router->add_mapping(input::gamepad_axis_mapping(control, gamepad, axis_it->second, axis_negative));
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ctx->logger->log("Mapped control \"" + control_name + "\" to gamepad axis " + axis);
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}
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else
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{
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ctx->logger->log("Control \"" + control_name + "\" has invalid gamepad mapping");
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continue;
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}
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}
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else
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{
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ctx->logger->warning("Control \"" + control_name + "\" bound to unknown device \"" + device + "\"");
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}
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}
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}
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}
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}
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void apply_gamepad_calibration(input::gamepad* gamepad, const json& calibration)
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{
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// Parse and apply activation thresholds
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if (calibration.contains("leftx_activation"))
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{
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float min = calibration["leftx_activation"][0].get<float>();
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float max = calibration["leftx_activation"][1].get<float>();
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gamepad->set_activation_threshold(input::gamepad_axis::left_x, min, max);
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}
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if (calibration.contains("lefty_activation"))
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{
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float min = calibration["lefty_activation"][0].get<float>();
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float max = calibration["lefty_activation"][1].get<float>();
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gamepad->set_activation_threshold(input::gamepad_axis::left_y, min, max);
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}
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if (calibration.contains("rightx_activation"))
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{
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float min = calibration["rightx_activation"][0].get<float>();
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float max = calibration["rightx_activation"][1].get<float>();
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gamepad->set_activation_threshold(input::gamepad_axis::right_x, min, max);
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}
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if (calibration.contains("righty_activation"))
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{
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float min = calibration["righty_activation"][0].get<float>();
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float max = calibration["righty_activation"][1].get<float>();
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gamepad->set_activation_threshold(input::gamepad_axis::right_y, min, max);
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}
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if (calibration.contains("lefttrigger_activation"))
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{
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float min = calibration["lefttrigger_activation"][0].get<float>();
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float max = calibration["lefttrigger_activation"][1].get<float>();
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gamepad->set_activation_threshold(input::gamepad_axis::left_trigger, min, max);
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}
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if (calibration.contains("righttrigger_activation"))
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{
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float min = calibration["righttrigger_activation"][0].get<float>();
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float max = calibration["righttrigger_activation"][1].get<float>();
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gamepad->set_activation_threshold(input::gamepad_axis::right_trigger, min, max);
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}
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// Parse and apply deadzone shapes
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if (calibration.contains("left_deadzone_cross"))
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gamepad->set_left_deadzone_cross(calibration["left_deadzone_cross"].get<bool>());
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if (calibration.contains("right_deadzone_cross"))
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gamepad->set_right_deadzone_cross(calibration["right_deadzone_cross"].get<bool>());
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if (calibration.contains("left_deadzone_roundness"))
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gamepad->set_left_deadzone_roundness(calibration["left_deadzone_roundness"].get<float>());
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if (calibration.contains("right_deadzone_roundness"))
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gamepad->set_right_deadzone_roundness(calibration["right_deadzone_roundness"].get<float>());
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auto parse_response_curve = [](const std::string& curve) -> input::gamepad_response_curve
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{
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if (curve == "square")
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return input::gamepad_response_curve::square;
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else if (curve == "cube")
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return input::gamepad_response_curve::cube;
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return input::gamepad_response_curve::linear;
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};
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// Parse and apply axis response curves
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if (calibration.contains("leftx_response_curve"))
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{
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auto curve = parse_response_curve(calibration["leftx_response_curve"].get<std::string>());
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gamepad->set_response_curve(input::gamepad_axis::left_x, curve);
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}
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if (calibration.contains("lefty_response_curve"))
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{
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auto curve = parse_response_curve(calibration["lefty_response_curve"].get<std::string>());
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gamepad->set_response_curve(input::gamepad_axis::left_y, curve);
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}
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if (calibration.contains("rightx_response_curve"))
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{
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auto curve = parse_response_curve(calibration["rightx_response_curve"].get<std::string>());
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gamepad->set_response_curve(input::gamepad_axis::right_x, curve);
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}
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if (calibration.contains("righty_response_curve"))
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{
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auto curve = parse_response_curve(calibration["righty_response_curve"].get<std::string>());
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gamepad->set_response_curve(input::gamepad_axis::right_y, curve);
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}
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if (calibration.contains("lefttrigger_response_curve"))
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{
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auto curve = parse_response_curve(calibration["lefttrigger_response_curve"].get<std::string>());
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gamepad->set_response_curve(input::gamepad_axis::left_trigger, curve);
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}
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if (calibration.contains("righttrigger_response_curve"))
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{
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auto curve = parse_response_curve(calibration["righttrigger_response_curve"].get<std::string>());
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gamepad->set_response_curve(input::gamepad_axis::right_trigger, curve);
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}
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}
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} // namespace game
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