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

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@ -6,9 +6,9 @@
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL_timer.h>
#include <SDL3/SDL_video.h>
#include "common/assert.h"
#include "common/config.h"
#include "common/version.h"
#include "core/libraries/pad/pad.h"
#include "imgui/renderer/imgui_core.h"
#include "input/controller.h"
@ -21,6 +21,45 @@
namespace Frontend {
using namespace Libraries::Pad;
static OrbisPadButtonDataOffset SDLGamepadToOrbisButton(u8 button) {
switch (button) {
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return OrbisPadButtonDataOffset::Down;
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return OrbisPadButtonDataOffset::Up;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return OrbisPadButtonDataOffset::Left;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return OrbisPadButtonDataOffset::Right;
case SDL_GAMEPAD_BUTTON_SOUTH:
return OrbisPadButtonDataOffset::Cross;
case SDL_GAMEPAD_BUTTON_NORTH:
return OrbisPadButtonDataOffset::Triangle;
case SDL_GAMEPAD_BUTTON_WEST:
return OrbisPadButtonDataOffset::Square;
case SDL_GAMEPAD_BUTTON_EAST:
return OrbisPadButtonDataOffset::Circle;
case SDL_GAMEPAD_BUTTON_START:
return OrbisPadButtonDataOffset::Options;
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return OrbisPadButtonDataOffset::TouchPad;
case SDL_GAMEPAD_BUTTON_BACK:
return OrbisPadButtonDataOffset::TouchPad;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return OrbisPadButtonDataOffset::L1;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return OrbisPadButtonDataOffset::R1;
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return OrbisPadButtonDataOffset::L3;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return OrbisPadButtonDataOffset::R3;
default:
return OrbisPadButtonDataOffset::None;
}
}
static Uint32 SDLCALL PollController(void* userdata, SDL_TimerID timer_id, Uint32 interval) {
auto* controller = reinterpret_cast<Input::GameController*>(userdata);
return controller->Poll();
@ -80,7 +119,7 @@ WindowSDL::WindowSDL(s32 width_, s32 height_, Input::GameController* controller_
WindowSDL::~WindowSDL() = default;
void WindowSDL::waitEvent() {
void WindowSDL::WaitEvent() {
// Called on main thread
SDL_Event event;
@ -96,16 +135,16 @@ void WindowSDL::waitEvent() {
case SDL_EVENT_WINDOW_RESIZED:
case SDL_EVENT_WINDOW_MAXIMIZED:
case SDL_EVENT_WINDOW_RESTORED:
onResize();
OnResize();
break;
case SDL_EVENT_WINDOW_MINIMIZED:
case SDL_EVENT_WINDOW_EXPOSED:
is_shown = event.type == SDL_EVENT_WINDOW_EXPOSED;
onResize();
OnResize();
break;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP:
onKeyPress(&event);
OnKeyPress(&event);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
@ -115,7 +154,7 @@ void WindowSDL::waitEvent() {
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
onGamepadEvent(&event);
OnGamepadEvent(&event);
break;
case SDL_EVENT_QUIT:
is_open = false;
@ -125,18 +164,16 @@ void WindowSDL::waitEvent() {
}
}
void WindowSDL::initTimers() {
void WindowSDL::InitTimers() {
SDL_AddTimer(100, &PollController, controller);
}
void WindowSDL::onResize() {
void WindowSDL::OnResize() {
SDL_GetWindowSizeInPixels(window, &width, &height);
ImGui::Core::OnResize();
}
void WindowSDL::onKeyPress(const SDL_Event* event) {
using Libraries::Pad::OrbisPadButtonDataOffset;
void WindowSDL::OnKeyPress(const SDL_Event* event) {
#ifdef __APPLE__
// Use keys that are more friendly for keyboards without a keypad.
// Once there are key binding options this won't be necessary.
@ -151,38 +188,38 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
constexpr SDL_Keycode TriangleKey = SDLK_KP_8;
#endif
u32 button = 0;
auto button = OrbisPadButtonDataOffset::None;
Input::Axis axis = Input::Axis::AxisMax;
int axisvalue = 0;
int ax = 0;
std::string backButtonBehavior = Config::getBackButtonBehavior();
switch (event->key.key) {
case SDLK_UP:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
button = OrbisPadButtonDataOffset::Up;
break;
case SDLK_DOWN:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
button = OrbisPadButtonDataOffset::Down;
break;
case SDLK_LEFT:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
button = OrbisPadButtonDataOffset::Left;
break;
case SDLK_RIGHT:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
button = OrbisPadButtonDataOffset::Right;
break;
case TriangleKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
button = OrbisPadButtonDataOffset::Triangle;
break;
case CircleKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
button = OrbisPadButtonDataOffset::Circle;
break;
case CrossKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
button = OrbisPadButtonDataOffset::Cross;
break;
case SquareKey:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
button = OrbisPadButtonDataOffset::Square;
break;
case SDLK_RETURN:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
button = OrbisPadButtonDataOffset::Options;
break;
case SDLK_A:
axis = Input::Axis::LeftX;
@ -257,19 +294,19 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
ax = Input::GetAxis(-0x80, 0x80, axisvalue);
break;
case SDLK_X:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
button = OrbisPadButtonDataOffset::L3;
break;
case SDLK_M:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
button = OrbisPadButtonDataOffset::R3;
break;
case SDLK_Q:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
button = OrbisPadButtonDataOffset::L1;
break;
case SDLK_U:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
button = OrbisPadButtonDataOffset::R1;
break;
case SDLK_E:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L2;
button = OrbisPadButtonDataOffset::L2;
axis = Input::Axis::TriggerLeft;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 255;
@ -279,7 +316,7 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
ax = Input::GetAxis(0, 0x80, axisvalue);
break;
case SDLK_O:
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R2;
button = OrbisPadButtonDataOffset::R2;
axis = Input::Axis::TriggerRight;
if (event->type == SDL_EVENT_KEY_DOWN) {
axisvalue += 255;
@ -294,9 +331,9 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
: (backButtonBehavior == "right" ? 0.75f : 0.5f);
// trigger a touchpad event so that the touchpad emulation for back button works
controller->SetTouchpadState(0, true, x, 0.5f);
button = OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
button = OrbisPadButtonDataOffset::TouchPad;
} else {
button = 0;
button = {};
}
break;
case SDLK_F11:
@ -317,7 +354,7 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
default:
break;
}
if (button != 0) {
if (button != OrbisPadButtonDataOffset::None) {
controller->CheckButton(0, button, event->type == SDL_EVENT_KEY_DOWN);
}
if (axis != Input::Axis::AxisMax) {
@ -325,10 +362,8 @@ void WindowSDL::onKeyPress(const SDL_Event* event) {
}
}
void WindowSDL::onGamepadEvent(const SDL_Event* event) {
using Libraries::Pad::OrbisPadButtonDataOffset;
u32 button = 0;
void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
auto button = OrbisPadButtonDataOffset::None;
Input::Axis axis = Input::Axis::AxisMax;
switch (event->type) {
case SDL_EVENT_GAMEPAD_ADDED:
@ -343,25 +378,25 @@ void WindowSDL::onGamepadEvent(const SDL_Event* event) {
event->gtouchpad.x, event->gtouchpad.y);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP:
button = sdlGamepadToOrbisButton(event->gbutton.button);
if (button != 0) {
if (event->gbutton.button == SDL_GAMEPAD_BUTTON_BACK) {
std::string backButtonBehavior = Config::getBackButtonBehavior();
if (backButtonBehavior != "none") {
float x = backButtonBehavior == "left"
? 0.25f
: (backButtonBehavior == "right" ? 0.75f : 0.5f);
// trigger a touchpad event so that the touchpad emulation for back button works
controller->SetTouchpadState(0, true, x, 0.5f);
controller->CheckButton(0, button,
event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
}
} else {
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
}
case SDL_EVENT_GAMEPAD_BUTTON_UP: {
button = SDLGamepadToOrbisButton(event->gbutton.button);
if (button == OrbisPadButtonDataOffset::None) {
break;
}
if (event->gbutton.button != SDL_GAMEPAD_BUTTON_BACK) {
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
break;
}
const auto backButtonBehavior = Config::getBackButtonBehavior();
if (backButtonBehavior != "none") {
float x = backButtonBehavior == "left" ? 0.25f
: (backButtonBehavior == "right" ? 0.75f : 0.5f);
// trigger a touchpad event so that the touchpad emulation for back button works
controller->SetTouchpadState(0, true, x, 0.5f);
controller->CheckButton(0, button, event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN);
}
break;
}
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
axis = event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTX ? Input::Axis::LeftX
: event->gaxis.axis == SDL_GAMEPAD_AXIS_LEFTY ? Input::Axis::LeftY
@ -383,43 +418,4 @@ void WindowSDL::onGamepadEvent(const SDL_Event* event) {
}
}
int WindowSDL::sdlGamepadToOrbisButton(u8 button) {
using Libraries::Pad::OrbisPadButtonDataOffset;
switch (button) {
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_DOWN;
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_UP;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_LEFT;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_RIGHT;
case SDL_GAMEPAD_BUTTON_SOUTH:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CROSS;
case SDL_GAMEPAD_BUTTON_NORTH:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TRIANGLE;
case SDL_GAMEPAD_BUTTON_WEST:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_SQUARE;
case SDL_GAMEPAD_BUTTON_EAST:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_CIRCLE;
case SDL_GAMEPAD_BUTTON_START:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_OPTIONS;
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
case SDL_GAMEPAD_BUTTON_BACK:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_TOUCH_PAD;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L1;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R1;
case SDL_GAMEPAD_BUTTON_LEFT_STICK:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_L3;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK:
return OrbisPadButtonDataOffset::ORBIS_PAD_BUTTON_R3;
default:
return 0;
}
}
} // namespace Frontend