forked from Mirror/Ryujinx
[Ryujinx.Input.SDL2] Address dotnet-format issues (#5385)
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1806 and a few CA1854 warnings * Address most dotnet format whitespace warnings * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Add trailing commas, log errors instead of throwing and remove redundant code
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4 changed files with 52 additions and 44 deletions
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@ -57,13 +57,13 @@ namespace Ryujinx.Input.SDL2
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private readonly object _userMappingLock = new();
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private List<ButtonMappingEntry> _buttonsUserMapping;
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private readonly List<ButtonMappingEntry> _buttonsUserMapping;
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private StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
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private readonly StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
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{
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StickInputId.Unbound,
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StickInputId.Left,
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StickInputId.Right
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StickInputId.Right,
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};
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public GamepadFeaturesFlag Features { get; }
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@ -85,8 +85,15 @@ namespace Ryujinx.Input.SDL2
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// Enable motion tracking
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if (Features.HasFlag(GamepadFeaturesFlag.Motion))
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{
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE);
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE);
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if (SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_ACCEL}.");
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}
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if (SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_GYRO}.");
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}
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}
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}
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@ -144,7 +151,10 @@ namespace Ryujinx.Input.SDL2
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if (durationMs == uint.MaxValue)
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{
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SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY);
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if (SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
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}
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}
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else if (durationMs > SDL_HAPTIC_INFINITY)
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{
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@ -152,7 +162,10 @@ namespace Ryujinx.Input.SDL2
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}
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else
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{
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SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs);
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if (SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
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}
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}
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}
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}
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@ -182,13 +195,14 @@ namespace Ryujinx.Input.SDL2
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if (result == 0)
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{
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Vector3 value = new Vector3(values[0], values[1], values[2]);
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Vector3 value = new(values[0], values[1], values[2]);
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if (inputId == MotionInputId.Gyroscope)
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{
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return RadToDegree(value);
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}
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else if (inputId == MotionInputId.Accelerometer)
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if (inputId == MotionInputId.Accelerometer)
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{
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return GsToMs2(value);
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}
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@ -359,18 +373,18 @@ namespace Ryujinx.Input.SDL2
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT)) > _triggerThreshold;
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}
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else if (inputId == GamepadButtonInputId.RightTrigger)
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if (inputId == GamepadButtonInputId.RightTrigger)
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) > _triggerThreshold;
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}
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else if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
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if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
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{
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return false;
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}
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else
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{
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return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
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}
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return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
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}
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}
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}
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@ -7,8 +7,8 @@ namespace Ryujinx.Input.SDL2
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{
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public class SDL2GamepadDriver : IGamepadDriver
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{
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private Dictionary<int, string> _gamepadsInstanceIdsMapping;
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private List<string> _gamepadsIds;
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private readonly Dictionary<int, string> _gamepadsInstanceIdsMapping;
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private readonly List<string> _gamepadsIds;
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public ReadOnlySpan<string> GamepadsIds => _gamepadsIds.ToArray();
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@ -35,7 +35,7 @@ namespace Ryujinx.Input.SDL2
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}
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}
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private string GenerateGamepadId(int joystickIndex)
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private static string GenerateGamepadId(int joystickIndex)
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{
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Guid guid = SDL_JoystickGetDeviceGUID(joystickIndex);
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@ -44,10 +44,10 @@ namespace Ryujinx.Input.SDL2
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return null;
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}
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return joystickIndex + "-" + guid.ToString();
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return joystickIndex + "-" + guid;
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}
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private int GetJoystickIndexByGamepadId(string id)
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private static int GetJoystickIndexByGamepadId(string id)
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{
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string[] data = id.Split("-");
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@ -118,6 +118,7 @@ namespace Ryujinx.Input.SDL2
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public void Dispose()
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{
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GC.SuppressFinalize(this);
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Dispose(true);
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}
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@ -26,9 +26,11 @@ namespace Ryujinx.Input.SDL2
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private readonly object _userMappingLock = new();
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#pragma warning disable IDE0052 // Remove unread private member
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private readonly SDL2KeyboardDriver _driver;
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#pragma warning restore IDE0052
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private StandardKeyboardInputConfig _configuration;
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private List<ButtonMappingEntry> _buttonsUserMapping;
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private readonly List<ButtonMappingEntry> _buttonsUserMapping;
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private static readonly SDL_Keycode[] _keysDriverMapping = new SDL_Keycode[(int)Key.Count]
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{
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@ -208,29 +210,19 @@ namespace Ryujinx.Input.SDL2
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private static SDL_Keymod GetKeyboardModifierMask(Key key)
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{
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switch (key)
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return key switch
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{
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case Key.ShiftLeft:
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return SDL_Keymod.KMOD_LSHIFT;
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case Key.ShiftRight:
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return SDL_Keymod.KMOD_RSHIFT;
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case Key.ControlLeft:
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return SDL_Keymod.KMOD_LCTRL;
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case Key.ControlRight:
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return SDL_Keymod.KMOD_RCTRL;
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case Key.AltLeft:
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return SDL_Keymod.KMOD_LALT;
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case Key.AltRight:
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return SDL_Keymod.KMOD_RALT;
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case Key.WinLeft:
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return SDL_Keymod.KMOD_LGUI;
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case Key.WinRight:
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return SDL_Keymod.KMOD_RGUI;
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Key.ShiftLeft => SDL_Keymod.KMOD_LSHIFT,
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Key.ShiftRight => SDL_Keymod.KMOD_RSHIFT,
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Key.ControlLeft => SDL_Keymod.KMOD_LCTRL,
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Key.ControlRight => SDL_Keymod.KMOD_RCTRL,
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Key.AltLeft => SDL_Keymod.KMOD_LALT,
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Key.AltRight => SDL_Keymod.KMOD_RALT,
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Key.WinLeft => SDL_Keymod.KMOD_LGUI,
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Key.WinRight => SDL_Keymod.KMOD_RGUI,
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// NOTE: Menu key isn't supported by SDL2.
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case Key.Menu:
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default:
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return SDL_Keymod.KMOD_NONE;
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}
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_ => SDL_Keymod.KMOD_NONE,
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};
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}
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public KeyboardStateSnapshot GetKeyboardStateSnapshot()
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@ -38,6 +38,7 @@ namespace Ryujinx.Input.SDL2
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public void Dispose()
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{
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GC.SuppressFinalize(this);
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Dispose(true);
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}
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