HW: Change u8 pad specifier params to int where applicable

Using u8 as indexers is kind of silly, since the rest of the public API
essentially uses int for this sort of thing. Changing these to int also
gets rid of quite a few implicit truncations.

This also allows for getting rid of similar silliness in the netplay API.
This commit is contained in:
Lioncash
2016-10-07 07:49:32 -04:00
parent 3c822f2c55
commit 9cab4e414c
10 changed files with 37 additions and 37 deletions

View File

@ -739,11 +739,11 @@ void NetPlayClient::SendChatMessage(const std::string& msg)
}
// called from ---CPU--- thread
void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus& pad)
void NetPlayClient::SendPadState(const int in_game_pad, const GCPadStatus& pad)
{
auto spac = std::make_unique<sf::Packet>();
*spac << static_cast<MessageId>(NP_MSG_PAD_DATA);
*spac << in_game_pad;
*spac << static_cast<PadMapping>(in_game_pad);
*spac << pad.button << pad.analogA << pad.analogB << pad.stickX << pad.stickY << pad.substickX
<< pad.substickY << pad.triggerLeft << pad.triggerRight;
@ -751,11 +751,11 @@ void NetPlayClient::SendPadState(const PadMapping in_game_pad, const GCPadStatus
}
// called from ---CPU--- thread
void NetPlayClient::SendWiimoteState(const PadMapping in_game_pad, const NetWiimote& nw)
void NetPlayClient::SendWiimoteState(const int in_game_pad, const NetWiimote& nw)
{
auto spac = std::make_unique<sf::Packet>();
*spac << static_cast<MessageId>(NP_MSG_WIIMOTE_DATA);
*spac << in_game_pad;
*spac << static_cast<PadMapping>(in_game_pad);
*spac << static_cast<u8>(nw.size());
for (auto it : nw)
{
@ -940,7 +940,7 @@ void NetPlayClient::OnConnectFailed(u8 reason)
}
// called from ---CPU--- thread
bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
bool NetPlayClient::GetNetPads(const int pad_nb, GCPadStatus* pad_status)
{
// The interface for this is extremely silly.
//
@ -965,8 +965,8 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
// clients.
if (IsFirstInGamePad(pad_nb))
{
const u8 num_local_pads = NumLocalPads();
for (u8 local_pad = 0; local_pad < num_local_pads; local_pad++)
const int num_local_pads = NumLocalPads();
for (int local_pad = 0; local_pad < num_local_pads; local_pad++)
{
switch (SConfig::GetInstance().m_SIDevice[local_pad])
{
@ -979,7 +979,7 @@ bool NetPlayClient::GetNetPads(const u8 pad_nb, GCPadStatus* pad_status)
break;
}
u8 ingame_pad = LocalPadToInGamePad(local_pad);
int ingame_pad = LocalPadToInGamePad(local_pad);
// adjust the buffer either up or down
// inserting multiple padstates or dropping states
@ -1140,20 +1140,20 @@ bool NetPlayClient::LocalPlayerHasControllerMapped() const
std::any_of(m_wiimote_map.begin(), m_wiimote_map.end(), mapping_matches_player_id);
}
bool NetPlayClient::IsFirstInGamePad(u8 ingame_pad) const
bool NetPlayClient::IsFirstInGamePad(int ingame_pad) const
{
return std::none_of(m_pad_map.begin(), m_pad_map.begin() + ingame_pad,
[](auto mapping) { return mapping > 0; });
}
u8 NetPlayClient::NumLocalPads() const
int NetPlayClient::NumLocalPads() const
{
return static_cast<u8>(std::count_if(m_pad_map.begin(), m_pad_map.end(), [this](auto mapping) {
return static_cast<int>(std::count_if(m_pad_map.begin(), m_pad_map.end(), [this](auto mapping) {
return mapping == m_local_player->pid;
}));
}
u8 NetPlayClient::InGamePadToLocalPad(u8 ingame_pad)
int NetPlayClient::InGamePadToLocalPad(int ingame_pad)
{
// not our pad
if (m_pad_map[ingame_pad] != m_local_player->pid)
@ -1171,7 +1171,7 @@ u8 NetPlayClient::InGamePadToLocalPad(u8 ingame_pad)
return local_pad;
}
u8 NetPlayClient::LocalPadToInGamePad(u8 local_pad)
int NetPlayClient::LocalPadToInGamePad(int local_pad)
{
// Figure out which in-game pad maps to which local pad.
// The logic we have here is that the local slots always
@ -1258,7 +1258,7 @@ void NetPlayClient::ComputeMD5(const std::string& file_identifier)
// called from ---CPU--- thread
// Actual Core function which is called on every frame
bool CSIDevice_GCController::NetPlay_GetInput(u8 numPAD, GCPadStatus* PadStatus)
bool CSIDevice_GCController::NetPlay_GetInput(int numPAD, GCPadStatus* PadStatus)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);
@ -1294,7 +1294,7 @@ u64 CEXIIPL::NetPlay_GetGCTime()
// called from ---CPU--- thread
// return the local pad num that should rumble given a ingame pad num
u8 CSIDevice_GCController::NetPlay_InGamePadToLocalPad(u8 numPAD)
int CSIDevice_GCController::NetPlay_InGamePadToLocalPad(int numPAD)
{
std::lock_guard<std::mutex> lk(crit_netplay_client);