43 return sf::Joystick::isConnected(_index);
54 return sf::Joystick::getAxisPosition(_index, _axes.at(axis)) / 100.f;
61 const std::unordered_map<IGamepad::Button, unsigned int> _buttons = {
62 {IGamepad::BUTTON_A, 0},
63 {IGamepad::BUTTON_B, 1},
64 {IGamepad::BUTTON_X, 2},
65 {IGamepad::BUTTON_Y, 3},
66 {IGamepad::BUTTON_LEFT_BUMPER, 4},
67 {IGamepad::BUTTON_RIGHT_BUMPER, 5},
68 {IGamepad::BUTTON_BACK, 6},
69 {IGamepad::BUTTON_START, 7},
70 {IGamepad::BUTTON_LEFT_THUMB, 8},
71 {IGamepad::BUTTON_RIGHT_THUMB, 9},
73 {IGamepad::BUTTON_DPAD_UP, 10},
74 {IGamepad::BUTTON_DPAD_RIGHT, 11},
75 {IGamepad::BUTTON_DPAD_DOWN, 12},
76 {IGamepad::BUTTON_DPAD_LEFT, 13},
79 const std::unordered_map<IGamepad::Axis, sf::Joystick::Axis> _axes = {
80 {IGamepad::AXIS_LEFT_X, sf::Joystick::Axis::X},
81 {IGamepad::AXIS_LEFT_Y, sf::Joystick::Axis::Y},
82 {IGamepad::AXIS_RIGHT_X, sf::Joystick::Axis::U},
83 {IGamepad::AXIS_RIGHT_Y, sf::Joystick::Axis::V},
84 {IGamepad::AXIS_LEFT_TRIGGER, sf::Joystick::Axis::Z},
85 {IGamepad::AXIS_RIGHT_TRIGGER, sf::Joystick::Axis::R},
Unlike raylib's GamepadButton (normalized Xbox-style layout), sf::Joystick exposes raw numbered butto...
Definition SfmlGamepad.hpp:35