diff --git a/es-core/src/guis/GuiInputConfig.cpp b/es-core/src/guis/GuiInputConfig.cpp index 24520d723..9c63ea013 100644 --- a/es-core/src/guis/GuiInputConfig.cpp +++ b/es-core/src/guis/GuiInputConfig.cpp @@ -79,7 +79,7 @@ GuiInputConfig::GuiInputConfig(InputConfig* target, mList = std::make_shared(); 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> buttons; - std::function okFunction = [this, okCallback] { + std::function okFunction {[this, okCallback] { InputManager::getInstance().writeDeviceConfig(mTargetConfig); // Save. if (okCallback) okCallback(); delete this; - }; + }}; buttons.push_back( std::make_shared("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));