InputCommon/SDL: Code style fixes.

This commit is contained in:
Admiral H. Curtiss
2024-01-15 15:19:41 +01:00
parent 5e6e61c723
commit c7d7ae4912
2 changed files with 18 additions and 19 deletions

View File

@ -338,7 +338,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
name = SDL_GameControllerName(gamecontroller);
else
name = SDL_JoystickName(joystick);
m_name = name != NULL ? name : "Unknown";
m_name = name != nullptr ? name : "Unknown";
// If a Joystick Button has a GameController equivalent, don't detect it
int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
@ -362,11 +362,11 @@ GameController::GameController(SDL_GameController* const gamecontroller,
n_legacy_hats = 0;
}
std::vector<bool> is_button_mapped(n_legacy_buttons);
std::vector<bool> is_axis_mapped(n_legacy_axes);
std::vector<bool> is_hat_mapped(n_legacy_hats);
std::vector<bool> is_button_mapped(static_cast<size_t>(n_legacy_buttons), false);
std::vector<bool> is_axis_mapped(static_cast<size_t>(n_legacy_axes), false);
std::vector<bool> is_hat_mapped(static_cast<size_t>(n_legacy_hats), false);
auto RegisterMapping = [&](SDL_GameControllerButtonBind bind) {
const auto register_mapping = [&](const SDL_GameControllerButtonBind& bind) {
switch (bind.bindType)
{
case SDL_CONTROLLER_BINDTYPE_NONE:
@ -397,7 +397,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
if (SDL_GameControllerHasButton(m_gamecontroller, button))
{
AddInput(new Button(gamecontroller, button));
RegisterMapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
register_mapping(SDL_GameControllerGetBindForButton(gamecontroller, button));
}
}
@ -418,7 +418,7 @@ GameController::GameController(SDL_GameController* const gamecontroller,
{
AddInput(new Axis(m_gamecontroller, 32767, axis));
}
RegisterMapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
register_mapping(SDL_GameControllerGetBindForAxis(gamecontroller, axis));
}
}
// Rumble
@ -430,8 +430,8 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
// Motion
auto AddSensor = [this](SDL_SensorType type, std::string_view name,
const SDLMotionAxisList& axes) {
const auto add_sensor = [this](SDL_SensorType type, std::string_view name,
const SDLMotionAxisList& axes) {
if (SDL_GameControllerSetSensorEnabled(m_gamecontroller, type, SDL_TRUE) == 0)
{
for (const SDLMotionAxis& axis : axes)
@ -442,12 +442,12 @@ GameController::GameController(SDL_GameController* const gamecontroller,
}
};
AddSensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
AddSensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
AddSensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
AddSensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
add_sensor(SDL_SENSOR_ACCEL, "Accel", SDL_AXES_ACCELEROMETER);
add_sensor(SDL_SENSOR_GYRO, "Gyro", SDL_AXES_GYRO);
add_sensor(SDL_SENSOR_ACCEL_L, "Accel L", SDL_AXES_ACCELEROMETER);
add_sensor(SDL_SENSOR_GYRO_L, "Gyro L", SDL_AXES_GYRO);
add_sensor(SDL_SENSOR_ACCEL_R, "Accel R", SDL_AXES_ACCELEROMETER);
add_sensor(SDL_SENSOR_GYRO_R, "Gyro R", SDL_AXES_GYRO);
}
// Legacy inputs