1use glam::Vec2;
2
3#[derive(Clone, Copy, Debug, Default)]
4pub struct MouseState {
5 pub left_held: bool,
6 pub left_pressed: bool,
7 pub right_held: bool,
8 pub right_pressed: bool,
9}
10
11#[derive(Clone, Copy, Debug, Default)]
12pub struct GamepadState {
13 pub left_stick: Vec2,
14 pub right_stick: Vec2,
15 pub right_trigger_held: bool,
16 pub right_trigger_pressed: bool,
17 pub left_trigger_held: bool,
18 pub left_trigger_pressed: bool,
19 pub south_pressed: bool,
20 pub east_pressed: bool,
21 pub west_pressed: bool,
22 pub dpad_left_pressed: bool,
23 pub dpad_up_pressed: bool,
24 pub dpad_right_pressed: bool,
25 pub dpad_down_pressed: bool,
26 pub north_pressed: bool,
27 pub left_shoulder_held: bool,
28 pub left_shoulder_pressed: bool,
29 pub right_shoulder_held: bool,
30 pub right_shoulder_pressed: bool,
31}
32
33#[derive(Clone, Copy, Debug, Default)]
34pub struct TouchContact {
35 pub id: u64,
36 pub start: Vec2,
37 pub pos: Vec2,
38 pub just_pressed: bool,
39}
40
41pub fn dead_zone(value: Vec2) -> Vec2 {
42 const DEAD_ZONE: f32 = 0.22;
43
44 let length = value.length();
45 if length <= DEAD_ZONE {
46 return Vec2::ZERO;
47 }
48
49 let scaled = ((length - DEAD_ZONE) / (1.0 - DEAD_ZONE)).clamp(0.0, 1.0);
50 value.normalize_or_zero() * scaled
51}
52
53pub fn apply_stick(raw: Vec2) -> Vec2 {
54 dead_zone(raw).clamp_length_max(1.0)
55}
56
57#[cfg(test)]
58mod tests {
59 use super::*;
60
61 #[test]
62 fn dead_zone_kills_rest() {
63 assert_eq!(dead_zone(Vec2::new(0.1, 0.0)), Vec2::ZERO);
64 }
65
66 #[test]
67 fn full_deflection_survives() {
68 let out = apply_stick(Vec2::new(1.0, 0.0));
69 assert!((out.length() - 1.0).abs() < 1e-6);
70 }
71}