From 91e30ac62ba014f07fb1f23130dc9012b8086fc8 Mon Sep 17 00:00:00 2001 From: kalaposfos13 <153381648+kalaposfos13@users.noreply.github.com> Date: Fri, 15 Nov 2024 10:33:56 +0100 Subject: [PATCH] Update code style --- src/common/config.cpp | 6 ++-- src/common/config.h | 2 +- src/input/input_handler.cpp | 64 ++++++++++++++++++------------------- src/input/input_handler.h | 41 +++++++++++------------- src/sdl_window.cpp | 30 ++++++++--------- src/sdl_window.h | 6 ++-- 6 files changed, 73 insertions(+), 76 deletions(-) diff --git a/src/common/config.cpp b/src/common/config.cpp index 021f1f255..045fa398c 100644 --- a/src/common/config.cpp +++ b/src/common/config.cpp @@ -701,7 +701,7 @@ void setDefaultValues() { gpuId = -1; } -constexpr std::string_view getDefaultKeyboardConfig() { +constexpr std::string_view GetDefaultKeyboardConfig() { return R"(#This is the default keybinding config #To change per-game configs, modify the CUSAXXXXX.ini files #To change the default config that applies to new games without modifying already existing configs, modify default.ini @@ -780,7 +780,7 @@ axis_left_y_plus = s; )"; } -std::filesystem::path getFoolproofKbmConfigFile(const std::string& game_id) { +std::filesystem::path GetFoolproofKbmConfigFile(const std::string& game_id) { // Read configuration file of the game, and if it doesn't exist, generate it from default // If that doesn't exist either, generate that from getDefaultConfig() and try again // If even the folder is missing, we start with that. @@ -797,7 +797,7 @@ std::filesystem::path getFoolproofKbmConfigFile(const std::string& game_id) { // Check if the default config exists if (!std::filesystem::exists(default_config_file)) { // If the default config is also missing, create it from getDefaultConfig() - const auto default_config = getDefaultKeyboardConfig(); + const auto default_config = GetDefaultKeyboardConfig(); std::ofstream default_config_stream(default_config_file); if (default_config_stream) { default_config_stream << default_config; diff --git a/src/common/config.h b/src/common/config.h index 3dfafade7..d5a28218d 100644 --- a/src/common/config.h +++ b/src/common/config.h @@ -124,7 +124,7 @@ std::string getEmulatorLanguage(); void setDefaultValues(); // todo: name and function location pending -std::filesystem::path getFoolproofKbmConfigFile(const std::string& game_id = ""); +std::filesystem::path GetFoolproofKbmConfigFile(const std::string& game_id = ""); // settings u32 GetLanguage(); diff --git a/src/input/input_handler.cpp b/src/input/input_handler.cpp index b2e599e9b..af2a3be4c 100644 --- a/src/input/input_handler.cpp +++ b/src/input/input_handler.cpp @@ -81,13 +81,13 @@ ControllerOutput output_array[] = { ControllerOutput(0, Input::Axis::AxisMax)}; // We had to go through 3 files of indirection just to update a flag -void toggleMouseEnabled() { +void ToggleMouseEnabled() { mouse_enabled ^= true; } // parsing related functions // syntax: 'name, name,name' or 'name,name' or 'name' -InputBinding getBindingFromString(std::string& line) { +InputBinding GetBindingFromString(std::string& line) { u32 key1 = 0, key2 = 0, key3 = 0; // Split the string by commas @@ -118,7 +118,7 @@ InputBinding getBindingFromString(std::string& line) { } // function that takes a controlleroutput, and returns the array's corresponding element's pointer -ControllerOutput* getOutputPointer(const ControllerOutput& parsed) { +ControllerOutput* GetOutputPointer(const ControllerOutput& parsed) { // i wonder how long until someone notices this or I get rid of it for (int i = 0; i[output_array] != ControllerOutput(0, Axis::AxisMax); i++) { if (i[output_array] == parsed) { @@ -128,11 +128,11 @@ ControllerOutput* getOutputPointer(const ControllerOutput& parsed) { return nullptr; } -void parseInputConfig(const std::string game_id = "") { +void ParseInputConfig(const std::string game_id = "") { - const auto config_file = Config::getFoolproofKbmConfigFile(game_id); + const auto config_file = Config::GetFoolproofKbmConfigFile(game_id); - // todo: change usages of this to getFoolproofKbmConfigFile (in the gui) + // todo: change usages of this to GetFoolproofKbmConfigFile (in the gui) if (game_id == "") { return; } @@ -186,15 +186,15 @@ void parseInputConfig(const std::string game_id = "") { if (output_string == "key_toggle") { if (comma_pos != std::string::npos) { // handle key-to-key toggling (separate list?) - InputBinding toggle_keys = getBindingFromString(input_string); - if (toggle_keys.keyCount() != 2) { + InputBinding toggle_keys = GetBindingFromString(input_string); + if (toggle_keys.KeyCount() != 2) { LOG_ERROR(Input, "Syntax error: Please provide exactly 2 keys: " "first is the toggler, the second is the key to toggle: {}", line); continue; } - ControllerOutput* toggle_out = getOutputPointer(ControllerOutput(KEY_TOGGLE)); + ControllerOutput* toggle_out = GetOutputPointer(ControllerOutput(KEY_TOGGLE)); BindingConnection toggle_connection = BindingConnection(InputBinding(toggle_keys.key2), toggle_out, toggle_keys.key3); connections.insert(connections.end(), toggle_connection); @@ -221,24 +221,24 @@ void parseInputConfig(const std::string game_id = "") { } // normal cases - InputBinding binding = getBindingFromString(input_string); + InputBinding binding = GetBindingFromString(input_string); BindingConnection connection(0, nullptr); auto button_it = string_to_cbutton_map.find(output_string); auto axis_it = string_to_axis_map.find(output_string); - if (binding.isEmpty()) { + if (binding.IsEmpty()) { LOG_DEBUG(Input, "Invalid format at line: {}, data: \"{}\", skipping line.", lineCount, line); continue; } if (button_it != string_to_cbutton_map.end()) { connection = - BindingConnection(binding, getOutputPointer(ControllerOutput(button_it->second))); + BindingConnection(binding, GetOutputPointer(ControllerOutput(button_it->second))); connections.insert(connections.end(), connection); } else if (axis_it != string_to_axis_map.end()) { connection = BindingConnection( - binding, getOutputPointer(ControllerOutput(0, axis_it->second.axis)), + binding, GetOutputPointer(ControllerOutput(0, axis_it->second.axis)), axis_it->second.value); connections.insert(connections.end(), connection); } else { @@ -253,7 +253,7 @@ void parseInputConfig(const std::string game_id = "") { LOG_DEBUG(Input, "Done parsing the input config!"); } -u32 getMouseWheelEvent(const SDL_Event& event) { +u32 GetMouseWheelEvent(const SDL_Event& event) { if (event.type != SDL_EVENT_MOUSE_WHEEL && event.type != SDL_EVENT_MOUSE_WHEEL_OFF) { LOG_DEBUG(Input, "Something went wrong with wheel input parsing!"); return 0; @@ -270,7 +270,7 @@ u32 getMouseWheelEvent(const SDL_Event& event) { return (u32)-1; } -u32 InputBinding::getInputIDFromEvent(const SDL_Event& e) { +u32 InputBinding::GetInputIDFromEvent(const SDL_Event& e) { switch (e.type) { case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: @@ -280,18 +280,18 @@ u32 InputBinding::getInputIDFromEvent(const SDL_Event& e) { return (u32)e.button.button; case SDL_EVENT_MOUSE_WHEEL: case SDL_EVENT_MOUSE_WHEEL_OFF: - return getMouseWheelEvent(e); + return GetMouseWheelEvent(e); default: return (u32)-1; } } GameController* ControllerOutput::controller = nullptr; -void ControllerOutput::setControllerOutputController(GameController* c) { +void ControllerOutput::GetControllerOutputController(GameController* c) { ControllerOutput::controller = c; } -void toggleKeyInList(u32 key) { +void ToggleKeyInList(u32 key) { auto it = std::find(toggled_keys.begin(), toggled_keys.end(), key); if (it == toggled_keys.end()) { toggled_keys.insert(toggled_keys.end(), key); @@ -302,7 +302,7 @@ void toggleKeyInList(u32 key) { } } -void ControllerOutput::update(bool pressed, u32 param) { +void ControllerOutput::Update(bool pressed, u32 param) { float touchpad_x = 0; if (button != 0) { switch (button) { @@ -321,7 +321,7 @@ void ControllerOutput::update(bool pressed, u32 param) { break; case KEY_TOGGLE: if (pressed) { - toggleKeyInList(param); + ToggleKeyInList(param); } break; default: // is a normal key (hopefully) @@ -358,7 +358,7 @@ void ControllerOutput::update(bool pressed, u32 param) { LOG_DEBUG(Input, "Controller output with no values detected!"); } } -void ControllerOutput::addUpdate(bool pressed, u32 param) { +void ControllerOutput::AddUpdate(bool pressed, u32 param) { float touchpad_x = 0; if (button != 0) { @@ -381,7 +381,7 @@ void ControllerOutput::addUpdate(bool pressed, u32 param) { break; case KEY_TOGGLE: if (pressed) { - toggleKeyInList(param); + ToggleKeyInList(param); } break; default: // is a normal key (hopefully) @@ -419,7 +419,7 @@ void ControllerOutput::addUpdate(bool pressed, u32 param) { } } -void updatePressedKeys(u32 value, bool is_pressed) { +void UpdatePressedKeys(u32 value, bool is_pressed) { if (is_pressed) { // Find the correct position for insertion to maintain order auto it = @@ -442,7 +442,7 @@ void updatePressedKeys(u32 value, bool is_pressed) { } // Check if a given binding's all keys are currently active. -bool isInputActive(const InputBinding& i) { +bool IsInputActive(const InputBinding& i) { // Extract keys from InputBinding and ignore unused (0) keys std::list input_keys = {i.key1, i.key2, i.key3}; input_keys.remove(0); @@ -484,11 +484,11 @@ bool isInputActive(const InputBinding& i) { *flag = true; } - LOG_DEBUG(Input, "Input found: {}", i.toString()); + LOG_DEBUG(Input, "Input found: {}", i.ToString()); return true; // All keys are active } -void activateOutputsFromInputs() { +void ActivateOutputsFromInputs() { // LOG_DEBUG(Input, "Starting input scan... {} inputs active", // std::distance(pressed_keys.begin(), pressed_keys.end())); // reset everything @@ -497,7 +497,7 @@ void activateOutputsFromInputs() { } for (auto it = connections.begin(); it != connections.end(); it++) { if (it->output) { - it->output->update(false, 0); + it->output->Update(false, 0); } else { LOG_DEBUG(Input, "Null output in BindingConnection at position {}", std::distance(connections.begin(), it)); @@ -507,13 +507,13 @@ void activateOutputsFromInputs() { // trio is found for (auto& it : connections) { if (it.output) { - bool active = isInputActive(it.binding); - it.output->addUpdate(active, it.parameter); + bool active = IsInputActive(it.binding); + it.output->AddUpdate(active, it.parameter); } } } -void updateMouse(GameController* controller) { +void UpdateMouse(GameController* controller) { if (!mouse_enabled) return; Axis axis_x, axis_y; @@ -550,9 +550,9 @@ void updateMouse(GameController* controller) { } } -Uint32 mousePolling(void* param, Uint32 id, Uint32 interval) { +Uint32 MousePolling(void* param, Uint32 id, Uint32 interval) { auto* data = (GameController*)param; - updateMouse(data); + UpdateMouse(data); return interval; } diff --git a/src/input/input_handler.h b/src/input/input_handler.h index a4184bf2d..8a76beae2 100644 --- a/src/input/input_handler.h +++ b/src/input/input_handler.h @@ -175,12 +175,9 @@ const std::map string_to_keyboard_key_map = { }; // literally the only flag that needs external access -void toggleMouseEnabled(); +void ToggleMouseEnabled(); -// i wrapped it in a function so I can collapse it -std::string_view getDefaultKeyboardConfig(); - -void parseInputConfig(const std::string game_id); +void ParseInputConfig(const std::string game_id); class InputBinding { public: @@ -241,28 +238,28 @@ public: // but reverse order makes it check the actual keys first instead of possible 0-s, // potenially skipping the later expressions of the three-way AND } - inline int keyCount() const { + inline int KeyCount() const { return (key1 ? 1 : 0) + (key2 ? 1 : 0) + (key3 ? 1 : 0); } // Sorts by the amount of non zero keys - left side is 'bigger' here bool operator<(const InputBinding& other) const { - return keyCount() > other.keyCount(); + return KeyCount() > other.KeyCount(); } - inline bool isEmpty() { + inline bool IsEmpty() { return key1 == 0 && key2 == 0 && key3 == 0; } - std::string toString() const { + std::string ToString() const { return fmt::format("({}, {}, {})", key1, key2, key3); } // returns a u32 based on the event type (keyboard, mouse buttons, or wheel) - static u32 getInputIDFromEvent(const SDL_Event& e); + static u32 GetInputIDFromEvent(const SDL_Event& e); }; class ControllerOutput { static GameController* controller; public: - static void setControllerOutputController(GameController* c); + static void GetControllerOutputController(GameController* c); u32 button; Axis axis; @@ -280,18 +277,18 @@ public: inline bool operator!=(const ControllerOutput& o) const { return button != o.button || axis != o.axis; } - std::string toString() const { + std::string ToString() const { return fmt::format("({}, {}, {})", button, (int)axis, axis_value); } - inline bool isButton() const { + inline bool IsButton() const { return axis == Axis::AxisMax && button != 0; } - inline bool isAxis() const { + inline bool IsAxis() const { return axis != Axis::AxisMax && button == 0; } - void update(bool pressed, u32 param = 0); + void Update(bool pressed, u32 param = 0); // Off events are not counted - void addUpdate(bool pressed, u32 param = 0); + void AddUpdate(bool pressed, u32 param = 0); }; class BindingConnection { public: @@ -308,7 +305,7 @@ public: bool operator<(const BindingConnection& other) const { // a button is a higher priority than an axis, as buttons can influence axes // (e.g. joystick_halfmode) - if (output->isButton() && other.output->isAxis()) { + if (output->IsButton() && other.output->IsAxis()) { return true; } if (binding < other.binding) { @@ -319,16 +316,16 @@ public: }; // Check if the 3 key input is currently active. -bool checkForInputDown(InputBinding i); +bool IsInputActive(const InputBinding& i); // Add/remove the input that generated the event to/from the held keys container. -void updatePressedKeys(u32 button, bool is_pressed); +void UpdatePressedKeys(u32 button, bool is_pressed); -void activateOutputsFromInputs(); +void ActivateOutputsFromInputs(); -void updateMouse(GameController* controller); +void UpdateMouse(GameController* controller); // Polls the mouse for changes, and simulates joystick movement from it. -Uint32 mousePolling(void* param, Uint32 id, Uint32 interval); +Uint32 MousePolling(void* param, Uint32 id, Uint32 interval); } // namespace Input \ No newline at end of file diff --git a/src/sdl_window.cpp b/src/sdl_window.cpp index acd34bc2d..2567a85dc 100644 --- a/src/sdl_window.cpp +++ b/src/sdl_window.cpp @@ -79,8 +79,8 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_ window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window)); #endif // input handler init-s - Input::ControllerOutput::setControllerOutputController(controller); - Input::parseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); + Input::ControllerOutput::GetControllerOutputController(controller); + Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); } WindowSDL::~WindowSDL() = default; @@ -101,12 +101,12 @@ void WindowSDL::waitEvent() { case SDL_EVENT_WINDOW_RESIZED: case SDL_EVENT_WINDOW_MAXIMIZED: case SDL_EVENT_WINDOW_RESTORED: - onResize(); + OnResize(); break; case SDL_EVENT_WINDOW_MINIMIZED: case SDL_EVENT_WINDOW_EXPOSED: is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED; - onResize(); + OnResize(); break; case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_UP: @@ -114,7 +114,7 @@ void WindowSDL::waitEvent() { case SDL_EVENT_MOUSE_WHEEL_OFF: case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_UP: - onKeyboardMouseInput(&event); + OnKeyboardMouseInput(&event); break; case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_UP: @@ -124,7 +124,7 @@ void WindowSDL::waitEvent() { case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: - onGamepadEvent(&event); + OnGamepadEvent(&event); break; case SDL_EVENT_QUIT: is_open = false; @@ -136,10 +136,10 @@ void WindowSDL::waitEvent() { void WindowSDL::initTimers() { SDL_AddTimer(100, &PollController, controller); - SDL_AddTimer(33, Input::mousePolling, (void*)controller); + SDL_AddTimer(33, Input::MousePolling, (void*)controller); } -void WindowSDL::onResize() { +void WindowSDL::OnResize() { SDL_GetWindowSizeInPixels(window, &width, &height); ImGui::Core::OnResize(); } @@ -152,25 +152,25 @@ Uint32 wheelOffCallback(void* og_event, Uint32 timer_id, Uint32 interval) { return 0; } -void WindowSDL::onKeyboardMouseInput(const SDL_Event* event) { +void WindowSDL::OnKeyboardMouseInput(const SDL_Event* event) { using Libraries::Pad::OrbisPadButtonDataOffset; // get the event's id, if it's keyup or keydown bool input_down = event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_MOUSE_BUTTON_DOWN || event->type == SDL_EVENT_MOUSE_WHEEL; - u32 input_id = Input::InputBinding::getInputIDFromEvent(*event); + u32 input_id = Input::InputBinding::GetInputIDFromEvent(*event); // Handle window controls outside of the input maps if (event->type == SDL_EVENT_KEY_DOWN) { // Reparse kbm inputs if (input_id == SDLK_F8) { - Input::parseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); + Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); return; } // Toggle mouse capture and movement input else if (input_id == SDLK_F7) { - Input::toggleMouseEnabled(); + Input::ToggleMouseEnabled(); SDL_SetWindowRelativeMouseMode(this->GetSdlWindow(), !SDL_GetWindowRelativeMouseMode(this->GetSdlWindow())); return; @@ -196,13 +196,13 @@ void WindowSDL::onKeyboardMouseInput(const SDL_Event* event) { } // add/remove it from the list - Input::updatePressedKeys(input_id, input_down); + Input::UpdatePressedKeys(input_id, input_down); // update bindings - Input::activateOutputsFromInputs(); + Input::ActivateOutputsFromInputs(); } -void WindowSDL::onGamepadEvent(const SDL_Event* event) { +void WindowSDL::OnGamepadEvent(const SDL_Event* event) { using Libraries::Pad::OrbisPadButtonDataOffset; u32 button = 0; diff --git a/src/sdl_window.h b/src/sdl_window.h index 4266165c1..bafe377d0 100644 --- a/src/sdl_window.h +++ b/src/sdl_window.h @@ -71,9 +71,9 @@ public: void initTimers(); private: - void onResize(); - void onKeyboardMouseInput(const SDL_Event* event); - void onGamepadEvent(const SDL_Event* event); + void OnResize(); + void OnKeyboardMouseInput(const SDL_Event* event); + void OnGamepadEvent(const SDL_Event* event); int sdlGamepadToOrbisButton(u8 button);