Update code style

This commit is contained in:
kalaposfos13 2024-11-15 10:33:56 +01:00
parent 9d6dd79486
commit 91e30ac62b
6 changed files with 73 additions and 76 deletions

View File

@ -701,7 +701,7 @@ void setDefaultValues() {
gpuId = -1; gpuId = -1;
} }
constexpr std::string_view getDefaultKeyboardConfig() { constexpr std::string_view GetDefaultKeyboardConfig() {
return R"(#This is the default keybinding config return R"(#This is the default keybinding config
#To change per-game configs, modify the CUSAXXXXX.ini files #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 #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 // 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 that doesn't exist either, generate that from getDefaultConfig() and try again
// If even the folder is missing, we start with that. // 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 // Check if the default config exists
if (!std::filesystem::exists(default_config_file)) { if (!std::filesystem::exists(default_config_file)) {
// If the default config is also missing, create it from getDefaultConfig() // 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); std::ofstream default_config_stream(default_config_file);
if (default_config_stream) { if (default_config_stream) {
default_config_stream << default_config; default_config_stream << default_config;

View File

@ -124,7 +124,7 @@ std::string getEmulatorLanguage();
void setDefaultValues(); void setDefaultValues();
// todo: name and function location pending // 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 // settings
u32 GetLanguage(); u32 GetLanguage();

View File

@ -81,13 +81,13 @@ ControllerOutput output_array[] = {
ControllerOutput(0, Input::Axis::AxisMax)}; ControllerOutput(0, Input::Axis::AxisMax)};
// We had to go through 3 files of indirection just to update a flag // We had to go through 3 files of indirection just to update a flag
void toggleMouseEnabled() { void ToggleMouseEnabled() {
mouse_enabled ^= true; mouse_enabled ^= true;
} }
// parsing related functions // parsing related functions
// syntax: 'name, name,name' or 'name,name' or 'name' // 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; u32 key1 = 0, key2 = 0, key3 = 0;
// Split the string by commas // 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 // 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 // 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++) { for (int i = 0; i[output_array] != ControllerOutput(0, Axis::AxisMax); i++) {
if (i[output_array] == parsed) { if (i[output_array] == parsed) {
@ -128,11 +128,11 @@ ControllerOutput* getOutputPointer(const ControllerOutput& parsed) {
return nullptr; 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 == "") { if (game_id == "") {
return; return;
} }
@ -186,15 +186,15 @@ void parseInputConfig(const std::string game_id = "") {
if (output_string == "key_toggle") { if (output_string == "key_toggle") {
if (comma_pos != std::string::npos) { if (comma_pos != std::string::npos) {
// handle key-to-key toggling (separate list?) // handle key-to-key toggling (separate list?)
InputBinding toggle_keys = getBindingFromString(input_string); InputBinding toggle_keys = GetBindingFromString(input_string);
if (toggle_keys.keyCount() != 2) { if (toggle_keys.KeyCount() != 2) {
LOG_ERROR(Input, LOG_ERROR(Input,
"Syntax error: Please provide exactly 2 keys: " "Syntax error: Please provide exactly 2 keys: "
"first is the toggler, the second is the key to toggle: {}", "first is the toggler, the second is the key to toggle: {}",
line); line);
continue; continue;
} }
ControllerOutput* toggle_out = getOutputPointer(ControllerOutput(KEY_TOGGLE)); ControllerOutput* toggle_out = GetOutputPointer(ControllerOutput(KEY_TOGGLE));
BindingConnection toggle_connection = BindingConnection toggle_connection =
BindingConnection(InputBinding(toggle_keys.key2), toggle_out, toggle_keys.key3); BindingConnection(InputBinding(toggle_keys.key2), toggle_out, toggle_keys.key3);
connections.insert(connections.end(), toggle_connection); connections.insert(connections.end(), toggle_connection);
@ -221,24 +221,24 @@ void parseInputConfig(const std::string game_id = "") {
} }
// normal cases // normal cases
InputBinding binding = getBindingFromString(input_string); InputBinding binding = GetBindingFromString(input_string);
BindingConnection connection(0, nullptr); BindingConnection connection(0, nullptr);
auto button_it = string_to_cbutton_map.find(output_string); auto button_it = string_to_cbutton_map.find(output_string);
auto axis_it = string_to_axis_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, LOG_DEBUG(Input, "Invalid format at line: {}, data: \"{}\", skipping line.", lineCount,
line); line);
continue; continue;
} }
if (button_it != string_to_cbutton_map.end()) { if (button_it != string_to_cbutton_map.end()) {
connection = connection =
BindingConnection(binding, getOutputPointer(ControllerOutput(button_it->second))); BindingConnection(binding, GetOutputPointer(ControllerOutput(button_it->second)));
connections.insert(connections.end(), connection); connections.insert(connections.end(), connection);
} else if (axis_it != string_to_axis_map.end()) { } else if (axis_it != string_to_axis_map.end()) {
connection = BindingConnection( connection = BindingConnection(
binding, getOutputPointer(ControllerOutput(0, axis_it->second.axis)), binding, GetOutputPointer(ControllerOutput(0, axis_it->second.axis)),
axis_it->second.value); axis_it->second.value);
connections.insert(connections.end(), connection); connections.insert(connections.end(), connection);
} else { } else {
@ -253,7 +253,7 @@ void parseInputConfig(const std::string game_id = "") {
LOG_DEBUG(Input, "Done parsing the input config!"); 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) { if (event.type != SDL_EVENT_MOUSE_WHEEL && event.type != SDL_EVENT_MOUSE_WHEEL_OFF) {
LOG_DEBUG(Input, "Something went wrong with wheel input parsing!"); LOG_DEBUG(Input, "Something went wrong with wheel input parsing!");
return 0; return 0;
@ -270,7 +270,7 @@ u32 getMouseWheelEvent(const SDL_Event& event) {
return (u32)-1; return (u32)-1;
} }
u32 InputBinding::getInputIDFromEvent(const SDL_Event& e) { u32 InputBinding::GetInputIDFromEvent(const SDL_Event& e) {
switch (e.type) { switch (e.type) {
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: case SDL_EVENT_KEY_UP:
@ -280,18 +280,18 @@ u32 InputBinding::getInputIDFromEvent(const SDL_Event& e) {
return (u32)e.button.button; return (u32)e.button.button;
case SDL_EVENT_MOUSE_WHEEL: case SDL_EVENT_MOUSE_WHEEL:
case SDL_EVENT_MOUSE_WHEEL_OFF: case SDL_EVENT_MOUSE_WHEEL_OFF:
return getMouseWheelEvent(e); return GetMouseWheelEvent(e);
default: default:
return (u32)-1; return (u32)-1;
} }
} }
GameController* ControllerOutput::controller = nullptr; GameController* ControllerOutput::controller = nullptr;
void ControllerOutput::setControllerOutputController(GameController* c) { void ControllerOutput::GetControllerOutputController(GameController* c) {
ControllerOutput::controller = c; ControllerOutput::controller = c;
} }
void toggleKeyInList(u32 key) { void ToggleKeyInList(u32 key) {
auto it = std::find(toggled_keys.begin(), toggled_keys.end(), key); auto it = std::find(toggled_keys.begin(), toggled_keys.end(), key);
if (it == toggled_keys.end()) { if (it == toggled_keys.end()) {
toggled_keys.insert(toggled_keys.end(), key); 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; float touchpad_x = 0;
if (button != 0) { if (button != 0) {
switch (button) { switch (button) {
@ -321,7 +321,7 @@ void ControllerOutput::update(bool pressed, u32 param) {
break; break;
case KEY_TOGGLE: case KEY_TOGGLE:
if (pressed) { if (pressed) {
toggleKeyInList(param); ToggleKeyInList(param);
} }
break; break;
default: // is a normal key (hopefully) 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!"); 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; float touchpad_x = 0;
if (button != 0) { if (button != 0) {
@ -381,7 +381,7 @@ void ControllerOutput::addUpdate(bool pressed, u32 param) {
break; break;
case KEY_TOGGLE: case KEY_TOGGLE:
if (pressed) { if (pressed) {
toggleKeyInList(param); ToggleKeyInList(param);
} }
break; break;
default: // is a normal key (hopefully) 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) { if (is_pressed) {
// Find the correct position for insertion to maintain order // Find the correct position for insertion to maintain order
auto it = auto it =
@ -442,7 +442,7 @@ void updatePressedKeys(u32 value, bool is_pressed) {
} }
// Check if a given binding's all keys are currently active. // 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 // Extract keys from InputBinding and ignore unused (0) keys
std::list<uint32_t> input_keys = {i.key1, i.key2, i.key3}; std::list<uint32_t> input_keys = {i.key1, i.key2, i.key3};
input_keys.remove(0); input_keys.remove(0);
@ -484,11 +484,11 @@ bool isInputActive(const InputBinding& i) {
*flag = true; *flag = true;
} }
LOG_DEBUG(Input, "Input found: {}", i.toString()); LOG_DEBUG(Input, "Input found: {}", i.ToString());
return true; // All keys are active return true; // All keys are active
} }
void activateOutputsFromInputs() { void ActivateOutputsFromInputs() {
// LOG_DEBUG(Input, "Starting input scan... {} inputs active", // LOG_DEBUG(Input, "Starting input scan... {} inputs active",
// std::distance(pressed_keys.begin(), pressed_keys.end())); // std::distance(pressed_keys.begin(), pressed_keys.end()));
// reset everything // reset everything
@ -497,7 +497,7 @@ void activateOutputsFromInputs() {
} }
for (auto it = connections.begin(); it != connections.end(); it++) { for (auto it = connections.begin(); it != connections.end(); it++) {
if (it->output) { if (it->output) {
it->output->update(false, 0); it->output->Update(false, 0);
} else { } else {
LOG_DEBUG(Input, "Null output in BindingConnection at position {}", LOG_DEBUG(Input, "Null output in BindingConnection at position {}",
std::distance(connections.begin(), it)); std::distance(connections.begin(), it));
@ -507,13 +507,13 @@ void activateOutputsFromInputs() {
// trio is found // trio is found
for (auto& it : connections) { for (auto& it : connections) {
if (it.output) { if (it.output) {
bool active = isInputActive(it.binding); bool active = IsInputActive(it.binding);
it.output->addUpdate(active, it.parameter); it.output->AddUpdate(active, it.parameter);
} }
} }
} }
void updateMouse(GameController* controller) { void UpdateMouse(GameController* controller) {
if (!mouse_enabled) if (!mouse_enabled)
return; return;
Axis axis_x, axis_y; 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; auto* data = (GameController*)param;
updateMouse(data); UpdateMouse(data);
return interval; return interval;
} }

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@ -175,12 +175,9 @@ const std::map<std::string, u32> string_to_keyboard_key_map = {
}; };
// literally the only flag that needs external access // literally the only flag that needs external access
void toggleMouseEnabled(); void ToggleMouseEnabled();
// i wrapped it in a function so I can collapse it void ParseInputConfig(const std::string game_id);
std::string_view getDefaultKeyboardConfig();
void parseInputConfig(const std::string game_id);
class InputBinding { class InputBinding {
public: public:
@ -241,28 +238,28 @@ public:
// but reverse order makes it check the actual keys first instead of possible 0-s, // 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 // 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); return (key1 ? 1 : 0) + (key2 ? 1 : 0) + (key3 ? 1 : 0);
} }
// Sorts by the amount of non zero keys - left side is 'bigger' here // Sorts by the amount of non zero keys - left side is 'bigger' here
bool operator<(const InputBinding& other) const { 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; return key1 == 0 && key2 == 0 && key3 == 0;
} }
std::string toString() const { std::string ToString() const {
return fmt::format("({}, {}, {})", key1, key2, key3); return fmt::format("({}, {}, {})", key1, key2, key3);
} }
// returns a u32 based on the event type (keyboard, mouse buttons, or wheel) // 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 { class ControllerOutput {
static GameController* controller; static GameController* controller;
public: public:
static void setControllerOutputController(GameController* c); static void GetControllerOutputController(GameController* c);
u32 button; u32 button;
Axis axis; Axis axis;
@ -280,18 +277,18 @@ public:
inline bool operator!=(const ControllerOutput& o) const { inline bool operator!=(const ControllerOutput& o) const {
return button != o.button || axis != o.axis; return button != o.button || axis != o.axis;
} }
std::string toString() const { std::string ToString() const {
return fmt::format("({}, {}, {})", button, (int)axis, axis_value); return fmt::format("({}, {}, {})", button, (int)axis, axis_value);
} }
inline bool isButton() const { inline bool IsButton() const {
return axis == Axis::AxisMax && button != 0; return axis == Axis::AxisMax && button != 0;
} }
inline bool isAxis() const { inline bool IsAxis() const {
return axis != Axis::AxisMax && button == 0; 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 // Off events are not counted
void addUpdate(bool pressed, u32 param = 0); void AddUpdate(bool pressed, u32 param = 0);
}; };
class BindingConnection { class BindingConnection {
public: public:
@ -308,7 +305,7 @@ public:
bool operator<(const BindingConnection& other) const { bool operator<(const BindingConnection& other) const {
// a button is a higher priority than an axis, as buttons can influence axes // a button is a higher priority than an axis, as buttons can influence axes
// (e.g. joystick_halfmode) // (e.g. joystick_halfmode)
if (output->isButton() && other.output->isAxis()) { if (output->IsButton() && other.output->IsAxis()) {
return true; return true;
} }
if (binding < other.binding) { if (binding < other.binding) {
@ -319,16 +316,16 @@ public:
}; };
// Check if the 3 key input is currently active. // 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. // 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. // 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 } // namespace Input

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@ -79,8 +79,8 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window)); window_info.render_surface = SDL_Metal_GetLayer(SDL_Metal_CreateView(window));
#endif #endif
// input handler init-s // input handler init-s
Input::ControllerOutput::setControllerOutputController(controller); Input::ControllerOutput::GetControllerOutputController(controller);
Input::parseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
} }
WindowSDL::~WindowSDL() = default; WindowSDL::~WindowSDL() = default;
@ -101,12 +101,12 @@ void WindowSDL::waitEvent() {
case SDL_EVENT_WINDOW_RESIZED: case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_MAXIMIZED: case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED: case SDL_EVENT_WINDOW_RESTORED:
onResize(); OnResize();
break; break;
case SDL_EVENT_WINDOW_MINIMIZED: case SDL_EVENT_WINDOW_MINIMIZED:
case SDL_EVENT_WINDOW_EXPOSED: case SDL_EVENT_WINDOW_EXPOSED:
is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED; is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED;
onResize(); OnResize();
break; break;
case SDL_EVENT_MOUSE_BUTTON_DOWN: case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP: case SDL_EVENT_MOUSE_BUTTON_UP:
@ -114,7 +114,7 @@ void WindowSDL::waitEvent() {
case SDL_EVENT_MOUSE_WHEEL_OFF: case SDL_EVENT_MOUSE_WHEEL_OFF:
case SDL_EVENT_KEY_DOWN: case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: case SDL_EVENT_KEY_UP:
onKeyboardMouseInput(&event); OnKeyboardMouseInput(&event);
break; break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP: case SDL_EVENT_GAMEPAD_BUTTON_UP:
@ -124,7 +124,7 @@ void WindowSDL::waitEvent() {
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
onGamepadEvent(&event); OnGamepadEvent(&event);
break; break;
case SDL_EVENT_QUIT: case SDL_EVENT_QUIT:
is_open = false; is_open = false;
@ -136,10 +136,10 @@ void WindowSDL::waitEvent() {
void WindowSDL::initTimers() { void WindowSDL::initTimers() {
SDL_AddTimer(100, &PollController, controller); 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); SDL_GetWindowSizeInPixels(window, &width, &height);
ImGui::Core::OnResize(); ImGui::Core::OnResize();
} }
@ -152,25 +152,25 @@ Uint32 wheelOffCallback(void* og_event, Uint32 timer_id, Uint32 interval) {
return 0; return 0;
} }
void WindowSDL::onKeyboardMouseInput(const SDL_Event* event) { void WindowSDL::OnKeyboardMouseInput(const SDL_Event* event) {
using Libraries::Pad::OrbisPadButtonDataOffset; using Libraries::Pad::OrbisPadButtonDataOffset;
// get the event's id, if it's keyup or keydown // get the event's id, if it's keyup or keydown
bool input_down = event->type == SDL_EVENT_KEY_DOWN || bool input_down = event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN || event->type == SDL_EVENT_MOUSE_BUTTON_DOWN ||
event->type == SDL_EVENT_MOUSE_WHEEL; 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 // Handle window controls outside of the input maps
if (event->type == SDL_EVENT_KEY_DOWN) { if (event->type == SDL_EVENT_KEY_DOWN) {
// Reparse kbm inputs // Reparse kbm inputs
if (input_id == SDLK_F8) { if (input_id == SDLK_F8) {
Input::parseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial())); Input::ParseInputConfig(std::string(Common::ElfInfo::Instance().GameSerial()));
return; return;
} }
// Toggle mouse capture and movement input // Toggle mouse capture and movement input
else if (input_id == SDLK_F7) { else if (input_id == SDLK_F7) {
Input::toggleMouseEnabled(); Input::ToggleMouseEnabled();
SDL_SetWindowRelativeMouseMode(this->GetSdlWindow(), SDL_SetWindowRelativeMouseMode(this->GetSdlWindow(),
!SDL_GetWindowRelativeMouseMode(this->GetSdlWindow())); !SDL_GetWindowRelativeMouseMode(this->GetSdlWindow()));
return; return;
@ -196,13 +196,13 @@ void WindowSDL::onKeyboardMouseInput(const SDL_Event* event) {
} }
// add/remove it from the list // add/remove it from the list
Input::updatePressedKeys(input_id, input_down); Input::UpdatePressedKeys(input_id, input_down);
// update bindings // update bindings
Input::activateOutputsFromInputs(); Input::ActivateOutputsFromInputs();
} }
void WindowSDL::onGamepadEvent(const SDL_Event* event) { void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
using Libraries::Pad::OrbisPadButtonDataOffset; using Libraries::Pad::OrbisPadButtonDataOffset;
u32 button = 0; u32 button = 0;

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@ -71,9 +71,9 @@ public:
void initTimers(); void initTimers();
private: private:
void onResize(); void OnResize();
void onKeyboardMouseInput(const SDL_Event* event); void OnKeyboardMouseInput(const SDL_Event* event);
void onGamepadEvent(const SDL_Event* event); void OnGamepadEvent(const SDL_Event* event);
int sdlGamepadToOrbisButton(u8 button); int sdlGamepadToOrbisButton(u8 button);