InputCommon: Rename SDL input backend GameController to Gamepad.

This commit is contained in:
Jordan Woyak
2025-06-25 00:16:27 -05:00
parent 43aa7e9b96
commit 609d91156a
3 changed files with 76 additions and 77 deletions

View File

@ -42,10 +42,10 @@ static_assert(GetDirectionFromHatMask(SDL_HAT_LEFT) == 3);
namespace ciface::SDL
{
class GameController : public Core::Device
class Gamepad : public Core::Device
{
private:
// GameController inputs
// Gamepad inputs
class Button : public Core::Device::Input
{
public:
@ -139,9 +139,9 @@ private:
class Rumble : public Output
{
public:
using UpdateCallback = void (GameController::*)(void);
using UpdateCallback = void (Gamepad::*)(void);
Rumble(const char* name, GameController& gc, Uint16* state, UpdateCallback update_callback)
Rumble(const char* name, Gamepad& gc, Uint16* state, UpdateCallback update_callback)
: m_name{name}, m_gc{gc}, m_state{*state}, m_update_callback{update_callback}
{
}
@ -158,7 +158,7 @@ private:
private:
const char* const m_name;
GameController& m_gc;
Gamepad& m_gc;
Uint16& m_state;
UpdateCallback const m_update_callback;
};
@ -166,7 +166,7 @@ private:
class CombinedMotor : public Output
{
public:
CombinedMotor(GameController& gc, Uint16* low_state, Uint16* high_state)
CombinedMotor(Gamepad& gc, Uint16* low_state, Uint16* high_state)
: m_gc{gc}, m_low_state{*low_state}, m_high_state{*high_state}
{
}
@ -183,7 +183,7 @@ private:
}
private:
GameController& m_gc;
Gamepad& m_gc;
Uint16& m_low_state;
Uint16& m_high_state;
};
@ -316,8 +316,8 @@ private:
};
public:
GameController(SDL_Gamepad* gamecontroller, SDL_Joystick* joystick);
~GameController() override;
Gamepad(SDL_Gamepad* gamepad, SDL_Joystick* joystick);
~Gamepad() override;
std::string GetName() const override;
std::string GetSource() const override;
@ -330,11 +330,11 @@ public:
const int touchpad_index = 0;
const int finger_index = 0;
if (SDL_GetNumGamepadTouchpads(m_gamecontroller) > touchpad_index &&
SDL_GetNumGamepadTouchpadFingers(m_gamecontroller, touchpad_index) > finger_index)
if (SDL_GetNumGamepadTouchpads(m_gamepad) > touchpad_index &&
SDL_GetNumGamepadTouchpadFingers(m_gamepad, touchpad_index) > finger_index)
{
SDL_GetGamepadTouchpadFinger(m_gamecontroller, touchpad_index, finger_index, nullptr,
&m_touchpad_x, &m_touchpad_y, &m_touchpad_pressure);
SDL_GetGamepadTouchpadFinger(m_gamepad, touchpad_index, finger_index, nullptr, &m_touchpad_x,
&m_touchpad_y, &m_touchpad_pressure);
m_touchpad_x = m_touchpad_x * 2 - 1;
m_touchpad_y = m_touchpad_y * 2 - 1;
}
@ -345,13 +345,12 @@ public:
private:
void UpdateRumble()
{
SDL_RumbleGamepad(m_gamecontroller, m_low_freq_rumble, m_high_freq_rumble, RUMBLE_LENGTH_MS);
SDL_RumbleGamepad(m_gamepad, m_low_freq_rumble, m_high_freq_rumble, RUMBLE_LENGTH_MS);
}
void UpdateRumbleTriggers()
{
SDL_RumbleGamepadTriggers(m_gamecontroller, m_trigger_l_rumble, m_trigger_r_rumble,
RUMBLE_LENGTH_MS);
SDL_RumbleGamepadTriggers(m_gamepad, m_trigger_l_rumble, m_trigger_r_rumble, RUMBLE_LENGTH_MS);
}
bool UpdateBatteryLevel();
@ -362,7 +361,7 @@ private:
Uint16 m_trigger_l_rumble = 0;
Uint16 m_trigger_r_rumble = 0;
SDL_Gamepad* const m_gamecontroller;
SDL_Gamepad* const m_gamepad;
std::string m_name;
SDL_Joystick* const m_joystick;
SDL_Haptic* m_haptic = nullptr;