remove big commented out code blocks,

and fixed platform-dependent code
This commit is contained in:
kalaposfos13 2024-10-13 07:40:21 +02:00
parent 45f05c067d
commit b15810d56f

View File

@ -179,71 +179,13 @@ std::map<std::string, u32> string_to_keyboard_mod_key_map = {
}; };
// Button map: maps key+modifier to controller button // Button map: maps key+modifier to controller button
std::map<KeyBinding, u32> button_map = { std::map<KeyBinding, u32> button_map = {};
/* std::map<KeyBinding, AxisMapping> axis_map = {};
//Taken keys:
//F11: fullscreen
//F10: Fps counter
//F9: toggle mouse capture
// use an other item (healing), change status in inv
{{SDLK_F, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE},
// dodge, back in inv
{{SDLK_SPACE, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE},
// interact, select item in inv
{{SDLK_E, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS},
// use quick item, remove equipped item of change item desc in inv
{{SDLK_R, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE},
// arrow keys, but triggers normal wasd too (pls fix)
// emergency extra bullets
{{SDLK_W, SDL_KMOD_LALT}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP},
// change quick item
{{SDLK_S, SDL_KMOD_LALT}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN},
// change weapon in left
{{SDLK_a, SDL_KMOD_LALT}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT},
// change weapon in right
{{SDLK_D, SDL_KMOD_LALT}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT},
// menu
{{SDLK_ESCAPE, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS},
// gestures
{{SDLK_G, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD},
// transform
{{SDL_BUTTON_RIGHT, SDL_KMOD_LSHIFT}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1},
// light attack
{{SDL_BUTTON_LEFT, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1},
// shoot
{{SDL_BUTTON_RIGHT, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2},
// heavy attack
{{SDL_BUTTON_LEFT, SDL_KMOD_LSHIFT}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2},
// does nothing
{{SDLK_X, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3},
// center cam, lock on enemy
{{SDLK_Q, SDL_KMOD_NONE}, OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3},
*/
};
std::map<KeyBinding, AxisMapping> axis_map = {
/*
// move
{{SDLK_A, SDL_KMOD_NONE}, {Input::Axis::LeftX, -127}},
{{SDLK_D, SDL_KMOD_NONE}, {Input::Axis::LeftX, 127}},
{{SDLK_W, SDL_KMOD_NONE}, {Input::Axis::LeftY, -127}},
{{SDLK_S, SDL_KMOD_NONE}, {Input::Axis::LeftY, 127}},
//this is now using the mouse
{{SDLK_J, SDL_KMOD_NONE}, {Input::Axis::RightX, -127}},
{{SDLK_L, SDL_KMOD_NONE}, {Input::Axis::RightX, 127}},
{{SDLK_I, SDL_KMOD_NONE}, {Input::Axis::RightY, -127}},
{{SDLK_K, SDL_KMOD_NONE}, {Input::Axis::RightY, 127}},
*/
};
void WindowSDL::parseInputConfig(const std::string& filename) { void WindowSDL::parseInputConfig(const std::string& filename) {
// Read configuration file. // Read configuration file.
std::cout << "Reading keyboard config...\n"; std::cout << "Reading keyboard config...\n";
const std::filesystem::__cxx11::path user_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir); const auto user_dir = Common::FS::GetUserPath(Common::FS::PathType::UserDir);
std::ifstream file(user_dir / filename); std::ifstream file(user_dir / filename);
if (!file.is_open()) { if (!file.is_open()) {
std::cerr << "Error opening file: " << filename << std::endl; std::cerr << "Error opening file: " << filename << std::endl;