namespace Sandbox;
internal sealed partial class Controller
{
///
/// A list of all of the controllers, active and inactive.
///
internal static HashSet All { get; private set; } = new();
///
/// Get the first controller that's connected (shortcut)
///
internal static Controller First => All.FirstOrDefault();
///
/// The input context for this controller.
///
internal Input.Context InputContext { get; set; }
/// SDL reports values between this range
static readonly Vector2 AXIS_RANGE = new( -32768, 32767 );
List ControllerAxes { get; set; } = new();
///
/// Get an axis
///
///
///
///
internal float GetAxis( NativeEngine.GameControllerAxis axis, float defaultValue = 0f )
{
var foundAxis = ControllerAxes.FirstOrDefault( x => x.Axis == axis );
if ( foundAxis is null )
{
return defaultValue;
}
return foundAxis.Value;
}
internal void SetAxis( NativeEngine.GameControllerAxis axis, int inputValue )
{
float flValue = inputValue;
float normalizedAxis = flValue.Remap( Controller.AXIS_RANGE.x, Controller.AXIS_RANGE.y, -1, 1 );
// 12.5% deadzone
// todo: make this modifiable
var deadzone = 0.125f;
if ( MathF.Abs( normalizedAxis ) <= deadzone ) normalizedAxis = 0f;
if ( normalizedAxis > 0f )
{
Sandbox.Input.UsingController = true;
}
var current = ControllerAxes.FirstOrDefault( x => x.Axis == axis );
if ( current is null )
{
current = new InputAxis
{
Axis = axis,
};
ControllerAxes.Add( current );
}
current.Value = normalizedAxis;
}
///
/// An axis
///
internal record class InputAxis
{
internal NativeEngine.GameControllerAxis Axis { get; set; }
internal float Value { get; set; }
}
}