Xbox Controller support
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#ifndef XboxControllerInputHandler_h__
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#define XboxControllerInputHandler_h__
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#include "InputHandler.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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struct _XINPUT_STATE;
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typedef _XINPUT_STATE XINPUT_STATE;
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class XboxControllerInputHandler : public InputHandler
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{
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public:
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XboxControllerInputHandler(EventBroker* eventBroker, InputProxy* inputProxy);
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bool BindOrigin(std::string origin, std::string command, float value) override;
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void Update(double dt) override;
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virtual float GetCommandValue(std::string command) override;
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private:
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std::unordered_map<std::string, int> m_OriginButtons;
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std::unordered_map<std::string, int> m_OriginAxes;
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std::unordered_map<int, std::tuple<std::string, float>> m_ButtonBindings; // GLFW_KEY... -> command string & value
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std::unordered_map<int, std::tuple<std::string, float>> m_AxisBindings; // GLFW_KEY... -> command string & value
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std::unordered_map<std::string, float> m_CommandValues;
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static const short MAX_GAMEPADS = 4;
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float getAxisValue(XINPUT_STATE& state, int axis);
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//typedef std::array<float, static_cast<int>(Gamepad::Axis::LAST) + 1> GamepadAxisState;
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//std::array<GamepadAxisState, MAX_GAMEPADS> m_CurrentGamepadAxisState;
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//std::array<GamepadAxisState, MAX_GAMEPADS> m_LastGamepadAxisState;
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//typedef std::array<bool, static_cast<int>(Gamepad::Button::LAST) + 1> GamepadButtonState;
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//std::array<GamepadButtonState, MAX_GAMEPADS> m_CurrentGamepadButtonState;
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//std::array<GamepadButtonState, MAX_GAMEPADS> m_LastGamepadButtonState;
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};
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#endif
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