#pragma once namespace Components { class XInput : public Component { public: XInput(); struct ActionMapping { int input; std::string action; bool isReversible; bool wasPressed = false; bool spamWhenHeld = false; ActionMapping(int input, std::string action, bool isReversible = true, bool spamWhenHeld = false) { this->action = action; this->isReversible = isReversible; this->input = input; this->spamWhenHeld = spamWhenHeld; } }; struct MenuMapping { int input; Game::keyNum_t keystroke; bool wasPressed = false; MenuMapping(int input, Game::keyNum_t keystroke) { this->keystroke = keystroke; this->input = input; } }; private: static XINPUT_STATE xiStates[XUSER_MAX_COUNT]; static int xiPlayerNum; static XINPUT_STATE lastXiState; static bool isHoldingMaxLookX; static std::chrono::milliseconds timeAtFirstHeldMaxLookX; static bool isADS; static std::chrono::milliseconds lastNavigationTime; static std::chrono::milliseconds msBetweenNavigations; static float lastMenuNavigationDirection; static void CL_GetMouseMovementCl(Game::clientActive_t* result, float* mx, float* my); static void MouseOverride(Game::clientActive_t* clientActive, float* my, float* mx); static char MovementOverride(int a1, Game::usercmd_s* cmd); static void Vibrate(int leftVal = 0, int rightVal = 0); static void CL_FrameStub(); static void PollXInputDevices(); static void CL_CreateCmdStub(); static void CL_GamepadMove(int, Game::usercmd_s*); static void MenuNavigate(); static void MSG_WriteDeltaUsercmdKeyStub(); static void ApplyMovement(Game::msg_t* msg, int key, Game::usercmd_s* from, Game::usercmd_s* to); static void MSG_ReadDeltaUsercmdKeyStub(); static void MSG_ReadDeltaUsercmdKeyStub2(); }; }