Added the PlayStation 3 controller to GuiInputConfig.

This commit is contained in:
Leon Styhre 2023-01-21 11:27:23 +01:00
parent c5507f5f80
commit f7a050b1b9

View file

@ -79,7 +79,7 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
mList = std::make_shared<ComponentList>();
mGrid.setEntry(mList, glm::ivec2 {0, 5}, true, true);
for (int i = 0; i < inputCount; ++i) {
for (int i {0}; i < inputCount; ++i) {
ComponentListRow row;
// Icon.
@ -169,12 +169,12 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
// GUI buttons.
std::vector<std::shared_ptr<ButtonComponent>> buttons;
std::function<void()> okFunction = [this, okCallback] {
std::function<void()> okFunction {[this, okCallback] {
InputManager::getInstance().writeDeviceConfig(mTargetConfig); // Save.
if (okCallback)
okCallback();
delete this;
};
}};
buttons.push_back(
std::make_shared<ButtonComponent>("OK", "ok", [okFunction] { okFunction(); }));
@ -184,8 +184,8 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
// Adjust the width relative to the aspect ratio of the screen to make the GUI look coherent
// regardless of screen type. The 1.778 aspect ratio value is the 16:9 reference.
float aspectValue = 1.778f / Renderer::getScreenAspectRatio();
float width = glm::clamp(0.60f * aspectValue, 0.50f, 0.80f) * Renderer::getScreenWidth();
float aspectValue {1.778f / Renderer::getScreenAspectRatio()};
float width {glm::clamp(0.60f * aspectValue, 0.50f, 0.80f) * Renderer::getScreenWidth()};
setSize(width, Renderer::getScreenHeight() * 0.75f);
setPosition((Renderer::getScreenWidth() - mSize.x) / 2.0f,
@ -194,7 +194,7 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
void GuiInputConfig::populateConfigList()
{
std::string controllerType = Settings::getInstance()->getString("InputControllerType");
std::string controllerType {Settings::getInstance()->getString("InputControllerType")};
// clang-format off
sGuiInputConfigList[0] = {"Up", false, "D-PAD UP", ":/graphics/help/dpad_up.svg"};
@ -210,6 +210,14 @@ void GuiInputConfig::populateConfigList()
sGuiInputConfigList[8] = {"X", true, "Y", ":/graphics/help/mbuttons_x_SNES.svg"};
sGuiInputConfigList[9] = {"Y", true, "X", ":/graphics/help/mbuttons_y_SNES.svg"};
}
else if (controllerType == "ps3") {
sGuiInputConfigList[4] = {"Back", false, "SELECT", ":/graphics/help/button_back_PS3.svg"};
sGuiInputConfigList[5] = {"Start", false, "START", ":/graphics/help/button_start_PS3.svg"};
sGuiInputConfigList[6] = {"A", false, "CROSS", ":/graphics/help/mbuttons_a_PS.svg"};
sGuiInputConfigList[7] = {"B", false, "CIRCLE", ":/graphics/help/mbuttons_b_PS.svg"};
sGuiInputConfigList[8] = {"X", true, "SQUARE", ":/graphics/help/mbuttons_x_PS.svg"};
sGuiInputConfigList[9] = {"Y", true, "TRIANGLE", ":/graphics/help/mbuttons_y_PS.svg"};
}
else if (controllerType == "ps4") {
sGuiInputConfigList[4] = {"Back", false, "SHARE", ":/graphics/help/button_back_PS4.svg"};
sGuiInputConfigList[5] = {"Start", false, "OPTIONS", ":/graphics/help/button_start_PS4.svg"};
@ -264,9 +272,9 @@ void GuiInputConfig::populateConfigList()
void GuiInputConfig::update(int deltaTime)
{
if (mConfiguringRow && mHoldingInput && sGuiInputConfigList[mHeldInputId].skippable) {
int prevSec = mHeldTime / 1000;
int prevSec {mHeldTime / 1000};
mHeldTime += deltaTime;
int curSec = mHeldTime / 1000;
int curSec {mHeldTime / 1000};
if (mHeldTime >= HOLD_TO_SKIP_MS) {
setNotDefined(mMappings.at(mHeldInputId));