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@@ -1,16 +1,34 @@
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#include "client/input/Controller.h"
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-Controller::Controller(Buttons& b) : list(b.get()), left(b.add(GLFW_KEY_A, "Left")), right(b.add(GLFW_KEY_D, "Right")),
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-up(b.add(GLFW_KEY_W, "X")), down(b.add(GLFW_KEY_S, "Y")), jump(b.add(GLFW_KEY_SPACE, "L")),
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-sneak(b.add(GLFW_KEY_LEFT_SHIFT, "R")), camLeft(b.add(GLFW_KEY_LEFT, "Start")),
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-camRight(b.add(GLFW_KEY_RIGHT, "Select")), camUp(b.add(GLFW_KEY_UP, "Left")), camDown(b.add(GLFW_KEY_DOWN, "Right")) {
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+Controller::Controller(Buttons& b)
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+ : buttons(b), list(b.get()), left(b.add(GLFW_KEY_A, "Left")),
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+ right(b.add(GLFW_KEY_D, "Right")), up(b.add(GLFW_KEY_W, "X")),
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+ down(b.add(GLFW_KEY_S, "Y")), jump(b.add(GLFW_KEY_SPACE, "L")),
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+ sneak(b.add(GLFW_KEY_LEFT_SHIFT, "R")),
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+ camLeft(b.add(GLFW_KEY_LEFT, "Start")),
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+ camRight(b.add(GLFW_KEY_RIGHT, "Select")),
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+ camUp(b.add(GLFW_KEY_UP, "Left")), camDown(b.add(GLFW_KEY_DOWN, "Right")),
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+ mouseList(b.getMouse()),
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+ leftClick(b.addMouse(GLFW_MOUSE_BUTTON_LEFT, "Left Click")),
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+ rightClick(b.addMouse(GLFW_MOUSE_BUTTON_RIGHT, "Right Click")) {
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b.mapGamepadAxis(left, -0.5f, GLFW_GAMEPAD_AXIS_LEFT_X);
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b.mapGamepadAxis(right, 0.5f, GLFW_GAMEPAD_AXIS_LEFT_X);
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b.mapGamepadAxis(up, -0.5f, GLFW_GAMEPAD_AXIS_LEFT_Y);
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b.mapGamepadAxis(down, 0.5f, GLFW_GAMEPAD_AXIS_LEFT_Y);
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-
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+
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b.mapGamepadAxis(camUp, -0.5f, GLFW_GAMEPAD_AXIS_RIGHT_Y);
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b.mapGamepadAxis(camDown, 0.5f, GLFW_GAMEPAD_AXIS_RIGHT_Y);
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b.mapGamepadAxis(camLeft, -0.5f, GLFW_GAMEPAD_AXIS_RIGHT_X);
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b.mapGamepadAxis(camRight, 0.5f, GLFW_GAMEPAD_AXIS_RIGHT_X);
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+}
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+
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+Vector2 Controller::getMouse() const {
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+ return Vector2(static_cast<float>(buttons.getMouseX()),
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+ static_cast<float>(buttons.getMouseY()));
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+}
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+
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+Vector2 Controller::getMouseChange() const {
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+ return Vector2(
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+ static_cast<float>(buttons.getMouseX() - buttons.getLastMouseX()),
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+ static_cast<float>(buttons.getMouseY() - buttons.getLastMouseY()));
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}
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