ControlGroup/Force: Return state data by value

Ensures that an array of sufficient size is always used and doesn't put
the responsibility on the caller. It also allows for direct assignment.
This commit is contained in:
Lioncash
2018-07-13 10:35:35 -04:00
parent ef1240b0c7
commit 4c30b9e14d
3 changed files with 34 additions and 27 deletions

View File

@ -29,18 +29,23 @@ Force::Force(const std::string& name_) : ControlGroup(name_, GroupType::Force)
numeric_settings.emplace_back(std::make_unique<NumericSetting>(_trans("Dead Zone"), 0, 0, 50));
}
void Force::GetState(ControlState* axis)
Force::StateData Force::GetState()
{
StateData state_data;
const ControlState deadzone = numeric_settings[0]->GetValue();
for (u32 i = 0; i < 6; i += 2)
{
ControlState tmpf = 0;
const ControlState state =
controls[i + 1]->control_ref->State() - controls[i]->control_ref->State();
ControlState tmpf = 0;
if (fabs(state) > deadzone)
tmpf = ((state - (deadzone * sign(state))) / (1 - deadzone));
*axis++ = tmpf;
state_data[i / 2] = tmpf;
}
return state_data;
}
} // namespace ControllerEmu

View File

@ -14,11 +14,13 @@ namespace ControllerEmu
class Force : public ControlGroup
{
public:
using StateData = std::array<ControlState, 3>;
explicit Force(const std::string& name);
void GetState(ControlState* axis);
StateData GetState();
private:
std::array<ControlState, 3> m_swing{};
StateData m_swing{};
};
} // namespace ControllerEmu