[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
This commit is contained in:
TSRBerry 2023-06-26 03:55:25 +02:00 committed by GitHub
parent b29ded1d60
commit 2de78a2d55
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
4 changed files with 52 additions and 44 deletions

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@ -57,13 +57,13 @@ namespace Ryujinx.Input.SDL2
private readonly object _userMappingLock = new();
private List<ButtonMappingEntry> _buttonsUserMapping;
private readonly List<ButtonMappingEntry> _buttonsUserMapping;
private StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
private readonly StickInputId[] _stickUserMapping = new StickInputId[(int)StickInputId.Count]
{
StickInputId.Unbound,
StickInputId.Left,
StickInputId.Right
StickInputId.Right,
};
public GamepadFeaturesFlag Features { get; }
@ -85,8 +85,15 @@ namespace Ryujinx.Input.SDL2
// Enable motion tracking
if (Features.HasFlag(GamepadFeaturesFlag.Motion))
{
SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE);
SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE);
if (SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_ACCEL, SDL_bool.SDL_TRUE) != 0)
{
Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_ACCEL}.");
}
if (SDL_GameControllerSetSensorEnabled(_gamepadHandle, SDL_SensorType.SDL_SENSOR_GYRO, SDL_bool.SDL_TRUE) != 0)
{
Logger.Error?.Print(LogClass.Hid, $"Could not enable data reporting for SensorType {SDL_SensorType.SDL_SENSOR_GYRO}.");
}
}
}
@ -144,7 +151,10 @@ namespace Ryujinx.Input.SDL2
if (durationMs == uint.MaxValue)
{
SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY);
if (SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, SDL_HAPTIC_INFINITY) != 0)
{
Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
}
}
else if (durationMs > SDL_HAPTIC_INFINITY)
{
@ -152,7 +162,10 @@ namespace Ryujinx.Input.SDL2
}
else
{
SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs);
if (SDL_GameControllerRumble(_gamepadHandle, lowFrequencyRaw, highFrequencyRaw, durationMs) != 0)
{
Logger.Error?.Print(LogClass.Hid, "Rumble is not supported on this game controller.");
}
}
}
}
@ -182,13 +195,14 @@ namespace Ryujinx.Input.SDL2
if (result == 0)
{
Vector3 value = new Vector3(values[0], values[1], values[2]);
Vector3 value = new(values[0], values[1], values[2]);
if (inputId == MotionInputId.Gyroscope)
{
return RadToDegree(value);
}
else if (inputId == MotionInputId.Accelerometer)
if (inputId == MotionInputId.Accelerometer)
{
return GsToMs2(value);
}
@ -359,18 +373,18 @@ namespace Ryujinx.Input.SDL2
{
return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERLEFT)) > _triggerThreshold;
}
else if (inputId == GamepadButtonInputId.RightTrigger)
if (inputId == GamepadButtonInputId.RightTrigger)
{
return ConvertRawStickValue(SDL_GameControllerGetAxis(_gamepadHandle, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT)) > _triggerThreshold;
}
else if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
if (_buttonsDriverMapping[(int)inputId] == SDL_GameControllerButton.SDL_CONTROLLER_BUTTON_INVALID)
{
return false;
}
else
{
return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
}
return SDL_GameControllerGetButton(_gamepadHandle, _buttonsDriverMapping[(int)inputId]) == 1;
}
}
}