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@@ -1,9 +1,10 @@
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#include "input/Controller.h"
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-Controller::Controller(Buttons& bs) : list(bs.get()), a(bs.add(GLFW_KEY_A, "A")), b(bs.add(GLFW_KEY_S, "B")),
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-x(bs.add(GLFW_KEY_X, "X")), y(bs.add(GLFW_KEY_Z, "Y")), l(bs.add(GLFW_KEY_Q, "L")), r(bs.add(GLFW_KEY_W, "R")),
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-start(bs.add(GLFW_KEY_E, "Start")), select(bs.add(GLFW_KEY_D, "Select")), left(bs.add(GLFW_KEY_LEFT, "Left")),
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-right(bs.add(GLFW_KEY_RIGHT, "Right")), up(bs.add(GLFW_KEY_UP, "Up")), down(bs.add(GLFW_KEY_DOWN, "Down")) {
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+Controller::Controller(Buttons& bs)
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+ : list(bs.get()), a(bs.add(GLFW_KEY_A, "A")), b(bs.add(GLFW_KEY_S, "B")), x(bs.add(GLFW_KEY_X, "X")),
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+ y(bs.add(GLFW_KEY_Z, "Y")), l(bs.add(GLFW_KEY_Q, "L")), r(bs.add(GLFW_KEY_W, "R")),
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+ start(bs.add(GLFW_KEY_E, "Start")), select(bs.add(GLFW_KEY_D, "Select")), left(bs.add(GLFW_KEY_LEFT, "Left")),
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+ right(bs.add(GLFW_KEY_RIGHT, "Right")), up(bs.add(GLFW_KEY_UP, "Up")), down(bs.add(GLFW_KEY_DOWN, "Down")) {
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bs.mapGamepadButton(a, GLFW_GAMEPAD_BUTTON_A);
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bs.mapGamepadButton(b, GLFW_GAMEPAD_BUTTON_B);
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bs.mapGamepadButton(x, GLFW_GAMEPAD_BUTTON_X);
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@@ -18,7 +19,7 @@ right(bs.add(GLFW_KEY_RIGHT, "Right")), up(bs.add(GLFW_KEY_UP, "Up")), down(bs.a
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bs.mapGamepadButton(right, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT);
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bs.mapGamepadButton(down, GLFW_GAMEPAD_BUTTON_DPAD_DOWN);
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bs.mapGamepadButton(left, GLFW_GAMEPAD_BUTTON_DPAD_LEFT);
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-
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+
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bs.mapGamepadAxis(left, -0.5f, GLFW_GAMEPAD_AXIS_LEFT_X);
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bs.mapGamepadAxis(right, 0.5f, GLFW_GAMEPAD_AXIS_LEFT_X);
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bs.mapGamepadAxis(left, -0.5f, GLFW_GAMEPAD_AXIS_RIGHT_X);
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