core: Library cleanup (#1631)

* core: Split error codes into separate files

* Reduces build times and is cleaner

* core: Bring structs and enums to codebase style

* core: More style changes
This commit is contained in:
TheTurtle 2024-11-30 22:37:36 +02:00 committed by GitHub
parent 3d0aacd43d
commit 5b6e0ab238
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114 changed files with 2158 additions and 2509 deletions

View file

@ -1,13 +1,10 @@
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "controller.h"
#include "common/assert.h"
#include <SDL3/SDL.h>
#include "core/libraries/kernel/time.h"
#include "core/libraries/pad/pad.h"
#include <SDL3/SDL.h>
#include "input/controller.h"
namespace Input {
@ -59,9 +56,7 @@ State GameController::GetLastState() const {
if (m_states_num == 0) {
return m_last_state;
}
auto last = (m_first_state + m_states_num - 1) % MAX_STATES;
const u32 last = (m_first_state + m_states_num - 1) % MAX_STATES;
return m_states[last];
}
@ -71,19 +66,19 @@ void GameController::AddState(const State& state) {
m_first_state = (m_first_state + 1) % MAX_STATES;
}
auto index = (m_first_state + m_states_num) % MAX_STATES;
const u32 index = (m_first_state + m_states_num) % MAX_STATES;
m_states[index] = state;
m_last_state = state;
m_private[index].obtained = false;
m_states_num++;
}
void GameController::CheckButton(int id, u32 button, bool isPressed) {
void GameController::CheckButton(int id, Libraries::Pad::OrbisPadButtonDataOffset button,
bool is_pressed) {
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
if (isPressed) {
if (is_pressed) {
state.buttonsState |= button;
} else {
state.buttonsState &= ~button;
@ -93,28 +88,28 @@ void GameController::CheckButton(int id, u32 button, bool isPressed) {
}
void GameController::Axis(int id, Input::Axis axis, int value) {
using Libraries::Pad::OrbisPadButtonDataOffset;
std::scoped_lock lock{m_mutex};
auto state = GetLastState();
state.time = Libraries::Kernel::sceKernelGetProcessTime();
int axis_id = static_cast<int>(axis);
state.axes[axis_id] = value;
if (axis == Input::Axis::TriggerLeft) {
if (value > 0) {
state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
state.buttonsState |= OrbisPadButtonDataOffset::L2;
} else {
state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
state.buttonsState &= ~OrbisPadButtonDataOffset::L2;
}
}
if (axis == Input::Axis::TriggerRight) {
if (value > 0) {
state.buttonsState |= Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
state.buttonsState |= OrbisPadButtonDataOffset::R2;
} else {
state.buttonsState &= ~Libraries::Pad::OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
state.buttonsState &= ~OrbisPadButtonDataOffset::R2;
}
}

View file

@ -5,6 +5,7 @@
#include <mutex>
#include "common/types.h"
#include "core/libraries/pad/pad.h"
struct SDL_Gamepad;
@ -28,7 +29,7 @@ struct TouchpadEntry {
};
struct State {
u32 buttonsState = 0;
Libraries::Pad::OrbisPadButtonDataOffset buttonsState{};
u64 time = 0;
int axes[static_cast<int>(Axis::AxisMax)] = {128, 128, 128, 128, 0, 0};
TouchpadEntry touchpad[2] = {{false, 0, 0}, {false, 0, 0}};
@ -49,7 +50,7 @@ public:
void ReadState(State* state, bool* isConnected, int* connectedCount);
int ReadStates(State* states, int states_num, bool* isConnected, int* connectedCount);
State GetLastState() const;
void CheckButton(int id, u32 button, bool isPressed);
void CheckButton(int id, Libraries::Pad::OrbisPadButtonDataOffset button, bool isPressed);
void AddState(const State& state);
void Axis(int id, Input::Axis axis, int value);
void SetLightBarRGB(u8 r, u8 g, u8 b);