| 68 | Gamepad() {} |
| 69 | |
| 70 | void update(xRockerBtnDataStruct &key_data) { |
| 71 | lx = lx * (1 - smooth) + |
| 72 | (std::fabs(key_data.lx) < dead_zone ? 0.0 : key_data.lx) * smooth; |
| 73 | rx = rx * (1 - smooth) + |
| 74 | (std::fabs(key_data.rx) < dead_zone ? 0.0 : key_data.rx) * smooth; |
| 75 | ry = ry * (1 - smooth) + |
| 76 | (std::fabs(key_data.ry) < dead_zone ? 0.0 : key_data.ry) * smooth; |
| 77 | l2 = l2 * (1 - smooth) + |
| 78 | (std::fabs(key_data.L2) < dead_zone ? 0.0 : key_data.L2) * smooth; |
| 79 | ly = ly * (1 - smooth) + |
| 80 | (std::fabs(key_data.ly) < dead_zone ? 0.0 : key_data.ly) * smooth; |
| 81 | |
| 82 | R1.update(key_data.btn.components.R1); |
| 83 | L1.update(key_data.btn.components.L1); |
| 84 | start.update(key_data.btn.components.start); |
| 85 | select.update(key_data.btn.components.select); |
| 86 | R2.update(key_data.btn.components.R2); |
| 87 | L2.update(key_data.btn.components.L2); |
| 88 | F1.update(key_data.btn.components.F1); |
| 89 | F2.update(key_data.btn.components.F2); |
| 90 | A.update(key_data.btn.components.A); |
| 91 | B.update(key_data.btn.components.B); |
| 92 | X.update(key_data.btn.components.X); |
| 93 | Y.update(key_data.btn.components.Y); |
| 94 | up.update(key_data.btn.components.up); |
| 95 | right.update(key_data.btn.components.right); |
| 96 | down.update(key_data.btn.components.down); |
| 97 | left.update(key_data.btn.components.left); |
| 98 | } |
| 99 | |
| 100 | float lx = 0.; |
| 101 | float rx = 0.; |