mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-13 01:20:34 +02:00
Fix style
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@ -10,11 +10,12 @@
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#include "StdInc.h"
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#include "InputSourceGameController.h"
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#include "InputHandler.h"
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#include "../CGameInfo.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CursorHandler.h"
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#include "../gui/EventDispatcher.h"
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#include "../gui/ShortcutHandler.h"
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@ -50,7 +51,6 @@ void InputSourceGameController::tryOpenAllGameControllers()
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logGlobal->warn("Joystick %d is an unsupported game controller!", i);
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}
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void InputSourceGameController::openGameController(int index)
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{
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SDL_GameController * controller = SDL_GameControllerOpen(index);
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@ -80,7 +80,7 @@ void InputSourceGameController::openGameController(int index)
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int InputSourceGameController::getJoystickIndex(SDL_GameController * controller)
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{
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SDL_Joystick* joystick = SDL_GameControllerGetJoystick(controller);
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SDL_Joystick * joystick = SDL_GameControllerGetJoystick(controller);
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if(!joystick)
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return -1;
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@ -129,7 +129,7 @@ int InputSourceGameController::getRealAxisValue(int value)
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return AXIS_MAX_ZOOM;
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if(value < -AXIS_MAX_ZOOM)
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return -AXIS_MAX_ZOOM;
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int base = value > 0 ? AXIS_DEAD_ZOOM: -AXIS_DEAD_ZOOM;
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int base = value > 0 ? AXIS_DEAD_ZOOM : -AXIS_DEAD_ZOOM;
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return (value - base) * AXIS_MAX_ZOOM / (AXIS_MAX_ZOOM - AXIS_DEAD_ZOOM);
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}
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@ -137,7 +137,7 @@ void InputSourceGameController::dispatchAxisShortcuts(const std::vector<EShortcu
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{
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if(axisValue >= TRIGGER_PRESS_THRESHOLD)
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{
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if (!pressedAxes.count(axisID))
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if(!pressedAxes.count(axisID))
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{
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GH.events().dispatchShortcutPressed(shortcutsVector);
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pressedAxes.insert(axisID);
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@ -145,7 +145,7 @@ void InputSourceGameController::dispatchAxisShortcuts(const std::vector<EShortcu
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}
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else
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{
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if (pressedAxes.count(axisID))
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if(pressedAxes.count(axisID))
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{
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GH.events().dispatchShortcutReleased(shortcutsVector);
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pressedAxes.erase(axisID);
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@ -158,14 +158,14 @@ void InputSourceGameController::handleEventAxisMotion(const SDL_ControllerAxisEv
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tryToConvertCursor();
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SDL_GameControllerAxis axisID = static_cast<SDL_GameControllerAxis>(axis.axis);
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std::string axisName = SDL_GameControllerGetStringForAxis(axisID);
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std::string axisName = SDL_GameControllerGetStringForAxis(axisID);
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auto axisActions = GH.shortcuts().translateJoystickAxis(axisName);
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auto buttonActions = GH.shortcuts().translateJoystickButton(axisName);
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for (auto const & action : axisActions)
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for(const auto & action : axisActions)
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{
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switch (action)
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switch(action)
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{
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case EShortcut::MOUSE_CURSOR_X:
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cursorAxisValueX = getRealAxisValue(axis.value);
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@ -238,7 +238,8 @@ void InputSourceGameController::handleUpdate()
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{
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auto now = std::chrono::high_resolution_clock::now();
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auto nowMs = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
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if (lastCheckTime == 0) {
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if(lastCheckTime == 0)
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{
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lastCheckTime = nowMs;
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return;
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}
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