commit 016b3bf0
Started to rename GameController functions to be more standarized
Changed files
| M | source/code/HelpGamepadState.cpp before |
| M | source/code/MenuSystem.cpp before |
| M | source/code/gamecontroller.cpp before |
| M | source/code/gamecontroller.h before |
| M | source/code/main.cpp before |
diff --git a/source/code/HelpGamepadState.cpp b/source/code/HelpGamepadState.cpp
index 2880885..e42afae 100644
--- a/source/code/HelpGamepadState.cpp
+++ b/source/code/HelpGamepadState.cpp
@@ -55,7 +55,7 @@ HelpGamepadState::~HelpGamepadState() {
}
void HelpGamepadState::ProcessInput(const SDL_Event& event, bool& processed) {
- if (isGameControllerConnectionEvent(event)) {
+ if (GameControllerIsConnectionEvent(event)) {
UnInitGameControllers();
InitGameControllers();
std::string s = getLabelForSupportedControllerNames();
diff --git a/source/code/MenuSystem.cpp b/source/code/MenuSystem.cpp
index 722d811..4ec2c5d 100644
--- a/source/code/MenuSystem.cpp
+++ b/source/code/MenuSystem.cpp
@@ -192,7 +192,7 @@ bool isUpEvent(const SDL_Event& event) {
return true;
}
}
- return isControllerUpEvent(event);
+ return GameControllerIsUpEvent(event);
}
bool isDownEvent(const SDL_Event& event) {
@@ -201,7 +201,7 @@ bool isDownEvent(const SDL_Event& event) {
return true;
}
}
- return isControllerDownEvent(event);
+ return GameControllerIsDownEvent(event);
}
bool isLeftEvent(const SDL_Event& event) {
@@ -210,7 +210,7 @@ bool isLeftEvent(const SDL_Event& event) {
return true;
}
}
- return isControllerLeftEvent(event);
+ return GameControllerIsLeftEvent(event);
}
bool isRightEvent(const SDL_Event& event) {
@@ -219,7 +219,7 @@ bool isRightEvent(const SDL_Event& event) {
return true;
}
}
- return isControllerRightEvent(event);
+ return GameControllerIsRightEvent(event);
}
bool isEscapeEvent(const SDL_Event& event) {
@@ -277,7 +277,7 @@ void Menu::Draw(SDL_Renderer* target) {
#endif
}
void Menu::ProcessInput(const SDL_Event& event, bool& processed) {
- if (isGameControllerConnectionEvent(event)) {
+ if (GameControllerIsConnectionEvent(event)) {
UnInitGameControllers();
InitGameControllers();
processed = true;
diff --git a/source/code/gamecontroller.cpp b/source/code/gamecontroller.cpp
index 2470246..fa2ae91 100644
--- a/source/code/gamecontroller.cpp
+++ b/source/code/gamecontroller.cpp
@@ -57,7 +57,7 @@ static const char* GameControllerGetName(SDL_GameController* gamecontroller) {
static std::string GetGuidAsHex(const SDL_JoystickGUID& guid) {
std::string ret;
char buffer[3];
- for (size_t j = 0; j < 16; j++) {
+ for (size_t j = 0; j < sizeof(guid.data); j++) {
snprintf(buffer, sizeof(buffer), "%02X", guid.data[j]);
ret += buffer;
}
@@ -128,7 +128,7 @@ const std::vector<std::string>& GetSupportedControllerNames() {
return supportedControllers;
}
-void checkDeadZone(const SDL_Event& event) {
+void GameControllerCheckDeadZone(const SDL_Event& event) {
if (event.type != SDL_CONTROLLERAXISMOTION) {
return; //assert?
}
@@ -138,15 +138,15 @@ void checkDeadZone(const SDL_Event& event) {
}
}
-bool getDeadZone(SDL_JoystickID id, int axis) {
+bool GameControllerIsInDeadZone(SDL_JoystickID id, int axis) {
return controllerStatusMap[id].AxisInDeadZone[axis];
}
-void setDeadZone(SDL_JoystickID id, int axis, bool value) {
+void GameControllerSetIsInDeadZone(SDL_JoystickID id, int axis, bool value) {
controllerStatusMap[id].AxisInDeadZone[axis] = value;
}
-static bool skipThisPlayer(int playerNumber, const SDL_Event& event) {
+static bool GameControllerExtSkipThisPlayer(int playerNumber, const SDL_Event& event) {
if (event.type == SDL_CONTROLLERBUTTONDOWN) {
ControllerStatus& cs = controllerStatusMap[event.cbutton.which];
@@ -164,7 +164,7 @@ static bool skipThisPlayer(int playerNumber, const SDL_Event& event) {
}
-bool isGameControllerConnectionEvent(const SDL_Event& event) {
+bool GameControllerIsConnectionEvent(const SDL_Event& event) {
if ( event.type == SDL_CONTROLLERDEVICEADDED
|| event.type == SDL_CONTROLLERDEVICEREMOVED
|| event.type == SDL_CONTROLLERDEVICEREMAPPED ) {
@@ -175,14 +175,14 @@ bool isGameControllerConnectionEvent(const SDL_Event& event) {
-bool isPlayerDownEvent(int playerNumber, const SDL_Event& event) {
- if (skipThisPlayer(playerNumber, event)) {
+bool GameControllerExtIsPlayerDownEvent(int playerNumber, const SDL_Event& event) {
+ if (GameControllerExtSkipThisPlayer(playerNumber, event)) {
return false;
}
- return isControllerDownEvent(event);
+ return GameControllerIsDownEvent(event);
}
-bool isControllerDirectionEvent(const SDL_Event& event, SDL_GameControllerButton dpad_direction, SDL_GameControllerAxis axis, float axis_mod = 1.0f) {
+bool GameControllerIsControllerDirectionEvent(const SDL_Event& event, SDL_GameControllerButton dpad_direction, SDL_GameControllerAxis axis, float axis_mod = 1.0f) {
if (event.type == SDL_CONTROLLERBUTTONDOWN) {
if (event.cbutton.button == dpad_direction ) {
return true;
@@ -190,10 +190,10 @@ bool isControllerDirectionEvent(const SDL_Event& event, SDL_GameControllerButton
}
if (event.type == SDL_CONTROLLERAXISMOTION && event.caxis.axis == axis ) {
const SDL_ControllerAxisEvent& a = event.caxis;
- checkDeadZone(event);
- if (getDeadZone(a.which, a.axis)) {
+ GameControllerCheckDeadZone(event);
+ if (GameControllerIsInDeadZone(a.which, a.axis)) {
if (event.caxis.value * axis_mod > deadZoneLimit) {
- setDeadZone(a.which,a.axis,false);
+ GameControllerSetIsInDeadZone(a.which,a.axis,false);
return true;
}
}
@@ -201,45 +201,45 @@ bool isControllerDirectionEvent(const SDL_Event& event, SDL_GameControllerButton
return false;
}
-bool isControllerDownEvent(const SDL_Event& event) {
- return isControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_AXIS_LEFTY);
+bool GameControllerIsDownEvent(const SDL_Event& event) {
+ return GameControllerIsControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_DOWN, SDL_CONTROLLER_AXIS_LEFTY);
}
-bool isControllerUpEvent(const SDL_Event& event) {
- return isControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_UP, SDL_CONTROLLER_AXIS_LEFTY, -1.0f);
+bool GameControllerIsUpEvent(const SDL_Event& event) {
+ return GameControllerIsControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_UP, SDL_CONTROLLER_AXIS_LEFTY, -1.0f);
}
-bool isControllerLeftEvent(const SDL_Event& event) {
- return isControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_AXIS_LEFTX, -1.0f);
+bool GameControllerIsLeftEvent(const SDL_Event& event) {
+ return GameControllerIsControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_AXIS_LEFTX, -1.0f);
}
-bool isControllerRightEvent(const SDL_Event& event) {
- return isControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_AXIS_LEFTX);
+bool GameControllerIsRightEvent(const SDL_Event& event) {
+ return GameControllerIsControllerDirectionEvent(event, SDL_CONTROLLER_BUTTON_DPAD_LEFT, SDL_CONTROLLER_AXIS_LEFTX);
}
-bool isPlayerUpEvent(int playerNumber, const SDL_Event& event) {
- if (skipThisPlayer(playerNumber, event)) {
+bool GameControllerExtIsPlayerUpEvent(int playerNumber, const SDL_Event& event) {
+ if (GameControllerExtSkipThisPlayer(playerNumber, event)) {
return false;
}
- return isControllerUpEvent(event);
+ return GameControllerIsUpEvent(event);
}
-bool isPlayerLeftEvent(int playerNumber, const SDL_Event& event) {
- if (skipThisPlayer(playerNumber, event)) {
+bool GameControllerExtIsPlayerLeftEvent(int playerNumber, const SDL_Event& event) {
+ if (GameControllerExtSkipThisPlayer(playerNumber, event)) {
return false;
}
- return isControllerLeftEvent(event);
+ return GameControllerIsLeftEvent(event);
}
-bool isPlayerRightEvent(int playerNumber, const SDL_Event& event) {
- if (skipThisPlayer(playerNumber, event)) {
+bool GameControllerExtIsPlayerRightEvent(int playerNumber, const SDL_Event& event) {
+ if (GameControllerExtSkipThisPlayer(playerNumber, event)) {
return false;
}
- return isControllerRightEvent(event);
+ return GameControllerIsRightEvent(event);
}
-bool isPlayerSwitchEvent(int playerNumber, const SDL_Event& event) {
- if (skipThisPlayer(playerNumber, event)) {
+bool GameControllerExtIsPlayerSwitchEvent(int playerNumber, const SDL_Event& event) {
+ if (GameControllerExtSkipThisPlayer(playerNumber, event)) {
return false;
}
if (event.type == SDL_CONTROLLERBUTTONDOWN) {
@@ -250,8 +250,8 @@ bool isPlayerSwitchEvent(int playerNumber, const SDL_Event& event) {
return false;
}
-bool isPlayerPushEvent(int playerNumber, const SDL_Event& event) {
- if (skipThisPlayer(playerNumber, event)) {
+bool GameControllerExtIsPlayerPushEvent(int playerNumber, const SDL_Event& event) {
+ if (GameControllerExtSkipThisPlayer(playerNumber, event)) {
return false;
}
if (event.type == SDL_CONTROLLERBUTTONDOWN) {
@@ -260,11 +260,11 @@ bool isPlayerPushEvent(int playerNumber, const SDL_Event& event) {
}
}
if (event.type == SDL_CONTROLLERAXISMOTION && (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT || event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT ) ) {
- checkDeadZone(event);
+ GameControllerCheckDeadZone(event);
const SDL_ControllerAxisEvent& a = event.caxis;
- if (getDeadZone(a.which, a.axis)) {
+ if (GameControllerIsInDeadZone(a.which, a.axis)) {
if (event.caxis.value > deadZoneLimit) {
- setDeadZone(a.which,a.axis,false);
+ GameControllerSetIsInDeadZone(a.which,a.axis,false);
return true;
}
}
diff --git a/source/code/gamecontroller.h b/source/code/gamecontroller.h
index 823f1b4..79e5dee 100644
--- a/source/code/gamecontroller.h
+++ b/source/code/gamecontroller.h
@@ -33,18 +33,18 @@ const int deadZoneLimit = 20000;
void InitGameControllers();
void UnInitGameControllers();
-bool isControllerDownEvent(const SDL_Event& event);
-bool isControllerUpEvent(const SDL_Event& event);
-bool isControllerLeftEvent(const SDL_Event& event);
-bool isControllerRightEvent(const SDL_Event& event);
+bool GameControllerIsDownEvent(const SDL_Event& event);
+bool GameControllerIsUpEvent(const SDL_Event& event);
+bool GameControllerIsLeftEvent(const SDL_Event& event);
+bool GameControllerIsRightEvent(const SDL_Event& event);
-bool isPlayerDownEvent(int playerNumber, const SDL_Event& event);
-bool isPlayerUpEvent(int playerNumber, const SDL_Event& event);
-bool isPlayerLeftEvent(int playerNumber, const SDL_Event& event);
-bool isPlayerRightEvent(int playerNumber, const SDL_Event& event);
-bool isPlayerSwitchEvent(int playerNumber, const SDL_Event& event);
-bool isPlayerPushEvent(int playerNumber, const SDL_Event& event);
-bool isGameControllerConnectionEvent(const SDL_Event& event);
+bool GameControllerExtIsPlayerDownEvent(int playerNumber, const SDL_Event& event);
+bool GameControllerExtIsPlayerUpEvent(int playerNumber, const SDL_Event& event);
+bool GameControllerExtIsPlayerLeftEvent(int playerNumber, const SDL_Event& event);
+bool GameControllerExtIsPlayerRightEvent(int playerNumber, const SDL_Event& event);
+bool GameControllerExtIsPlayerSwitchEvent(int playerNumber, const SDL_Event& event);
+bool GameControllerExtIsPlayerPushEvent(int playerNumber, const SDL_Event& event);
+bool GameControllerIsConnectionEvent(const SDL_Event& event);
void GameControllerSetVerbose(bool value);
const std::vector<std::string>& GetSupportedControllerNames();
@@ -54,7 +54,7 @@ const std::vector<std::string>& GetSupportedControllerNames();
* Otherwise nothing is done
* @param event An SDL
*/
-void checkDeadZone(const SDL_Event& event);
+void GameControllerCheckDeadZone(const SDL_Event& event);
/**
* Checks that the given axis on a given gamepad was in a dead zone last time checked.
@@ -62,7 +62,7 @@ void checkDeadZone(const SDL_Event& event);
* @param axis The axis on the gamepad
* @return true if the axis has been in the dead zone
*/
-bool getDeadZone(SDL_JoystickID id, int axis);
+bool GameControllerIsInDeadZone(SDL_JoystickID id, int axis);
/**
* Sets dead zone status on a given axis on a given gamepad
@@ -70,6 +70,6 @@ bool getDeadZone(SDL_JoystickID id, int axis);
* @param axis The axis on the gamepad
* @param value Value to set. Should normally be false as true will be set by checkDeadZone
*/
-void setDeadZone(SDL_JoystickID id, int axis, bool value);
+void GameControllerSetIsInDeadZone(SDL_JoystickID id, int axis, bool value);
#endif //GAMECONTROLLER
diff --git a/source/code/main.cpp b/source/code/main.cpp
index ee7736d..806c751 100644
--- a/source/code/main.cpp
+++ b/source/code/main.cpp
@@ -1575,59 +1575,59 @@ int runGame(Gametype gametype, int level) {
}
}
- if (isPlayerUpEvent(1, event)) {
+ if (GameControllerExtIsPlayerUpEvent(1, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'N';
theGame.DoAction(a);
}
- if (isPlayerDownEvent(1, event)) {
+ if (GameControllerExtIsPlayerDownEvent(1, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'S';
theGame.DoAction(a);
}
- if (isPlayerLeftEvent(1, event)) {
+ if (GameControllerExtIsPlayerLeftEvent(1, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'W';
theGame.DoAction(a);
}
- if (isPlayerRightEvent (1, event)) {
+ if (GameControllerExtIsPlayerRightEvent (1, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'E';
theGame.DoAction(a);
}
- if (isPlayerSwitchEvent(1, event)) {
+ if (GameControllerExtIsPlayerSwitchEvent(1, event)) {
a.action = BlockGameAction::Action::SWITCH;
theGame.DoAction(a);
}
- if (isPlayerPushEvent(1, event)) {
+ if (GameControllerExtIsPlayerPushEvent(1, event)) {
a.action = BlockGameAction::Action::PUSH;
theGame.DoAction(a);
}
- if (isPlayerUpEvent(2, event)) {
+ if (GameControllerExtIsPlayerUpEvent(2, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'N';
theGame2.DoAction(a);
}
- if (isPlayerDownEvent(2, event)) {
+ if (GameControllerExtIsPlayerDownEvent(2, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'S';
theGame2.DoAction(a);
}
- if (isPlayerLeftEvent(2, event)) {
+ if (GameControllerExtIsPlayerLeftEvent(2, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'W';
theGame2.DoAction(a);
}
- if (isPlayerRightEvent (2, event)) {
+ if (GameControllerExtIsPlayerRightEvent (2, event)) {
a.action = BlockGameAction::Action::MOVE;
a.way = 'E';
theGame2.DoAction(a);
}
- if (isPlayerSwitchEvent(2, event)) {
+ if (GameControllerExtIsPlayerSwitchEvent(2, event)) {
a.action = BlockGameAction::Action::SWITCH;
theGame2.DoAction(a);
}
- if (isPlayerPushEvent(2, event)) {
+ if (GameControllerExtIsPlayerPushEvent(2, event)) {
a.action = BlockGameAction::Action::PUSH;
theGame2.DoAction(a);
}