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[Ryujinx.Input.SDL2] Address dotnet-format issues (#5385)
* dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0052 warnings * Address dotnet format CA1816 warnings * Address or silence dotnet format CA1806 and a few CA1854 warnings * Address most dotnet format whitespace warnings * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Add trailing commas, log errors instead of throwing and remove redundant code
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4 changed files with 52 additions and 44 deletions
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@ -57,13 +57,13 @@ namespace Ryujinx.Input.SDL2
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private readonly object _userMappingLock = new();
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private List<ButtonMappingEntry> _buttonsUserMapping;
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private readonly List<ButtonMappingEntry> _buttonsUserMapping;
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private StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
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private readonly StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
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{
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StickInputId.Unbound,
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StickInputId.Left,
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StickInputId.Right
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StickInputId.Right,
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};
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public GamepadFeaturesFlag Features { get; }
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@ -85,8 +85,15 @@ namespace Ryujinx.Input.SDL2
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// Enable motion tracking
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if (Features.HasFlag(GamepadFeaturesFlag.Motion))
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{
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE);
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SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE);
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if (SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_ACCEL}.");
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}
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if (SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_GYRO}.");
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}
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}
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}
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@ -144,7 +151,10 @@ namespace Ryujinx.Input.SDL2
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if (durationMs == uint.MaxValue)
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{
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SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY);
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if (SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
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}
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}
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else if (durationMs > SDL_HAPTIC_INFINITY)
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{
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@ -152,7 +162,10 @@ namespace Ryujinx.Input.SDL2
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}
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else
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{
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SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs);
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if (SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs) != 0)
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{
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Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
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}
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}
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}
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}
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@ -182,13 +195,14 @@ namespace Ryujinx.Input.SDL2
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if (result == 0)
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{
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Vector3 value = new Vector3(values[0], values[1], values[2]);
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Vector3 value = new(values[0], values[1], values[2]);
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if (inputId == MotionInputId.Gyroscope)
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{
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return RadToDegree(value);
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}
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else if (inputId == MotionInputId.Accelerometer)
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if (inputId == MotionInputId.Accelerometer)
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{
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return GsToMs2(value);
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}
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@ -359,18 +373,18 @@ namespace Ryujinx.Input.SDL2
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT)) > _triggerThreshold;
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}
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else if (inputId == GamepadButtonInputId.RightTrigger)
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if (inputId == GamepadButtonInputId.RightTrigger)
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{
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return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) > _triggerThreshold;
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}
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else if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
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if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
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{
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return false;
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}
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else
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{
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return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
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}
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return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
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}
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}
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}
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