#include "device/gamepad/gamepad_standard_mappings.h"
namespace device {
namespace {
const float kButtonAxisDeadzone = 0.01f;
GamepadButton ValueToButton(float value) {
bool pressed = value > GamepadButton::kDefaultButtonPressedThreshold;
bool touched = value > 0.f;
return GamepadButton(pressed, touched, value);
}
}
GamepadButton AxisToButton(float input) {
float value = (input + 1.f) / 2.f;
return ValueToButton(value);
}
GamepadButton AxisNegativeAsButton(float input) {
float value = input < -kButtonAxisDeadzone ? -input : 0.f;
return ValueToButton(value);
}
GamepadButton AxisPositiveAsButton(float input) {
float value = input > kButtonAxisDeadzone ? input : 0.f;
return ValueToButton(value);
}
GamepadButton ButtonFromButtonAndAxis(GamepadButton button, float axis) {
float value = (axis + 1.f) / 2.f;
return GamepadButton(button.pressed, button.touched, value);
}
GamepadButton NullButton() {
return GamepadButton();
}
void DpadFromAxis(Gamepad* mapped, float dir) {
bool up = false;
bool right = false;
bool down = false;
bool left = false;
if (dir != 0.0f) {
up = (dir >= -1.f && dir < -0.7f) || (dir >= .95f && dir <= 1.f);
right = dir >= -.75f && dir < -.1f;
down = dir >= -.2f && dir < .45f;
left = dir >= .4f && dir <= 1.f;
}
mapped->buttons[BUTTON_INDEX_DPAD_UP].pressed = up;
mapped->buttons[BUTTON_INDEX_DPAD_UP].touched = up;
mapped->buttons[BUTTON_INDEX_DPAD_UP].value = up ? 1.f : 0.f;
mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].pressed = right;
mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].touched = right;
mapped->buttons[BUTTON_INDEX_DPAD_RIGHT].value = right ? 1.f : 0.f;
mapped->buttons[BUTTON_INDEX_DPAD_DOWN].pressed = down;
mapped->buttons[BUTTON_INDEX_DPAD_DOWN].touched = down;
mapped->buttons[BUTTON_INDEX_DPAD_DOWN].value = down ? 1.f : 0.f;
mapped->buttons[BUTTON_INDEX_DPAD_LEFT].pressed = left;
mapped->buttons[BUTTON_INDEX_DPAD_LEFT].touched = left;
mapped->buttons[BUTTON_INDEX_DPAD_LEFT].value = left ? 1.f : 0.f;
}
float RenormalizeAndClampAxis(float value, float min, float max) {
value = (2.f * (value - min) / (max - min)) - 1.f;
return value < -1.f ? -1.f : (value > 1.f ? 1.f : value);
}
void MapperSwitchPro(const Gamepad& input, Gamepad* mapped) {
*mapped = input;
mapped->buttons_length = SWITCH_PRO_BUTTON_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperSwitchJoyCon(const Gamepad& input, Gamepad* mapped) {
*mapped = input;
mapped->buttons_length = BUTTON_INDEX_COUNT;
mapped->axes_length = 2;
}
void MapperSwitchComposite(const Gamepad& input, Gamepad* mapped) {
constexpr size_t kSwitchCompositeExtraButtonCount = 5;
*mapped = input;
mapped->buttons_length =
BUTTON_INDEX_COUNT + kSwitchCompositeExtraButtonCount;
mapped->axes_length = AXIS_INDEX_COUNT;
}
}