mirror of https://github.com/PCSX2/pcsx2.git
onepad: clean the gamepad/joystick interface
Remove return of empty function Use final/override qualifier Remove useless virtual Thanks turtleli for the advices
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@ -17,7 +17,6 @@ public:
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virtual ~GamePad()
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{
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return;
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}
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GamePad(const GamePad &); // copy constructor
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@ -37,7 +36,7 @@ public:
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* Causes devices to rumble
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* Rumble will differ according to type which is either 0(small motor) or 1(big motor)
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*/
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virtual void Rumble(unsigned type, unsigned pad) { return; }
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virtual void Rumble(unsigned type, unsigned pad) {}
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/*
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* Safely dispatch to the Rumble method above
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*/
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@ -52,7 +51,7 @@ public:
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virtual int GetInput(gamePadValues input) = 0;
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virtual int GetDeadzone()
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int GetDeadzone()
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{
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return m_deadzone;
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}
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@ -29,7 +29,7 @@
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#include "controller.h"
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#define NB_EFFECT 2 // Don't use more than two, ps2 only has one for big motor and one for small(like most systems)
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// holds all joystick info
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class JoystickInfo : GamePad
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class JoystickInfo : public GamePad
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{
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public:
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JoystickInfo(int id);
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@ -42,17 +42,17 @@ public:
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// opens handles to all possible joysticks
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static void EnumerateJoysticks(std::vector<std::unique_ptr<GamePad>> &vjoysticks);
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void Rumble(unsigned type, unsigned pad);
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void Rumble(unsigned type, unsigned pad) override;
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bool TestForce(float);
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bool TestForce(float) override;
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virtual const char *GetName();
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const char *GetName() final;
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virtual int GetInput(gamePadValues input);
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int GetInput(gamePadValues input) final;
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virtual void UpdateGamePadState();
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void UpdateGamePadState() final;
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virtual size_t GetUniqueIdentifier();
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size_t GetUniqueIdentifier() final;
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private:
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SDL_GameController *m_controller;
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