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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-25 22:42:04 +02:00

Fix style

This commit is contained in:
Ivan Savenko
2024-04-30 15:23:19 +03:00
parent 1dc27046ef
commit f593321f4c
2 changed files with 12 additions and 11 deletions

View File

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

View File

@@ -13,8 +13,8 @@
#include <SDL_events.h> #include <SDL_events.h>
#include <SDL_gamecontroller.h> #include <SDL_gamecontroller.h>
#include "../gui/Shortcut.h"
#include "../../lib/Point.h" #include "../../lib/Point.h"
#include "../gui/Shortcut.h"
constexpr int AXIS_DEAD_ZOOM = 6000; constexpr int AXIS_DEAD_ZOOM = 6000;
constexpr int AXIS_MAX_ZOOM = 32000; constexpr int AXIS_MAX_ZOOM = 32000;