ControllerInterface: Move axes/constants to derived class
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@ -36,8 +36,6 @@ public:
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enum : int
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{
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MAX_NUM_AXISES = 7,
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MAX_NUM_BUTTONS = 15,
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NUM_HAT_DIRECTIONS = 4,
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HAT_DIRECTION_UP = 0,
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HAT_DIRECTION_DOWN = 1,
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@ -543,7 +543,7 @@ bool SDLControllerInterface::BindControllerAxis(int controller_index, int axis_n
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if (it == m_controllers.end())
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return false;
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if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
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if (axis_number < 0 || axis_number >= MAX_NUM_AXES)
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return false;
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it->axis_mapping[axis_number][axis_side] = std::move(callback);
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@ -570,7 +570,7 @@ bool SDLControllerInterface::BindControllerAxisToButton(int controller_index, in
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if (it == m_controllers.end())
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return false;
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if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
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if (axis_number < 0 || axis_number >= MAX_NUM_AXES)
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return false;
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it->axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback);
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@ -43,6 +43,12 @@ public:
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bool ProcessSDLEvent(const union SDL_Event* event);
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private:
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enum : int
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{
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MAX_NUM_AXES = 7,
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MAX_NUM_BUTTONS = 16,
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};
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struct ControllerData
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{
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void* haptic;
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@ -56,9 +62,9 @@ private:
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// TODO: Turn to vectors to support arbitrary amounts of buttons and axes (for Joysticks)
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// Preferably implement a simple "flat map", an ordered view over a vector
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std::array<std::array<AxisCallback, 3>, MAX_NUM_AXISES> axis_mapping;
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std::array<std::array<AxisCallback, 3>, MAX_NUM_AXES> axis_mapping;
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std::array<ButtonCallback, MAX_NUM_BUTTONS> button_mapping;
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std::array<std::array<ButtonCallback, 2>, MAX_NUM_AXISES> axis_button_mapping;
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std::array<std::array<ButtonCallback, 2>, MAX_NUM_AXES> axis_button_mapping;
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std::array<AxisCallback, MAX_NUM_BUTTONS> button_axis_mapping;
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std::vector<std::array<ButtonCallback, 4>> hat_button_mapping;
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@ -173,7 +173,7 @@ bool XInputControllerInterface::BindControllerAxis(int controller_index, int axi
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if (static_cast<u32>(controller_index) >= m_controllers.size() || !m_controllers[controller_index].connected)
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return false;
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if (axis_number < 0 || axis_number >= NUM_AXISES)
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if (axis_number < 0 || axis_number >= NUM_AXES)
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return false;
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m_controllers[controller_index].axis_mapping[axis_number][axis_side] = std::move(callback);
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@ -198,7 +198,7 @@ bool XInputControllerInterface::BindControllerAxisToButton(int controller_index,
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if (static_cast<u32>(controller_index) >= m_controllers.size() || !m_controllers[controller_index].connected)
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return false;
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if (axis_number < 0 || axis_number >= MAX_NUM_AXISES)
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if (axis_number < 0 || axis_number >= NUM_AXES)
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return false;
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m_controllers[controller_index].axis_button_mapping[axis_number][BoolToUInt8(direction)] = std::move(callback);
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@ -218,7 +218,7 @@ bool XInputControllerInterface::BindControllerButtonToAxis(int controller_index,
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if (static_cast<u32>(controller_index) >= m_controllers.size() || !m_controllers[controller_index].connected)
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return false;
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if (button_number < 0 || button_number >= MAX_NUM_BUTTONS)
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if (button_number < 0 || button_number >= NUM_BUTTONS)
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return false;
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m_controllers[controller_index].button_axis_mapping[button_number] = std::move(callback);
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@ -279,7 +279,7 @@ bool XInputControllerInterface::HandleButtonEvent(u32 index, u32 button, bool pr
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Log_DevPrintf("controller %u button %u %s", index, button, pressed ? "pressed" : "released");
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DebugAssert(index < XUSER_MAX_COUNT);
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static constexpr std::array<FrontendCommon::ControllerNavigationButton, MAX_NUM_BUTTONS> nav_button_mapping = {{
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static constexpr std::array<FrontendCommon::ControllerNavigationButton, NUM_BUTTONS> nav_button_mapping = {{
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FrontendCommon::ControllerNavigationButton::Activate, // XINPUT_GAMEPAD_A
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FrontendCommon::ControllerNavigationButton::Cancel, // XINPUT_GAMEPAD_B
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FrontendCommon::ControllerNavigationButton::Count, // XINPUT_GAMEPAD_X
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@ -42,7 +42,7 @@ public:
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private:
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enum : u32
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{
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NUM_AXISES = 6,
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NUM_AXES = 6,
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NUM_BUTTONS = 15,
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NUM_RUMBLE_MOTORS = 2
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};
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@ -63,10 +63,10 @@ private:
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float deadzone = 0.25f;
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std::array<std::array<AxisCallback, 3>, MAX_NUM_AXISES> axis_mapping;
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std::array<ButtonCallback, MAX_NUM_BUTTONS> button_mapping;
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std::array<std::array<ButtonCallback, 2>, MAX_NUM_AXISES> axis_button_mapping;
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std::array<AxisCallback, MAX_NUM_BUTTONS> button_axis_mapping;
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std::array<std::array<AxisCallback, 3>, NUM_AXES> axis_mapping;
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std::array<ButtonCallback, NUM_BUTTONS> button_mapping;
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std::array<std::array<ButtonCallback, 2>, NUM_AXES> axis_button_mapping;
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std::array<AxisCallback, NUM_BUTTONS> button_axis_mapping;
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};
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using ControllerDataArray = std::array<ControllerData, XUSER_MAX_COUNT>;
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