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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Added the PlayStation 3 controller to GuiInputConfig.
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@ -79,7 +79,7 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
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mList = std::make_shared<ComponentList>();
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mGrid.setEntry(mList, glm::ivec2 {0, 5}, true, true);
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for (int i = 0; i < inputCount; ++i) {
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for (int i {0}; i < inputCount; ++i) {
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ComponentListRow row;
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// Icon.
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@ -169,12 +169,12 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
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// GUI buttons.
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std::vector<std::shared_ptr<ButtonComponent>> buttons;
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std::function<void()> okFunction = [this, okCallback] {
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std::function<void()> okFunction {[this, okCallback] {
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InputManager::getInstance().writeDeviceConfig(mTargetConfig); // Save.
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if (okCallback)
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okCallback();
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delete this;
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};
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}};
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buttons.push_back(
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std::make_shared<ButtonComponent>("OK", "ok", [okFunction] { okFunction(); }));
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@ -184,8 +184,8 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
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// Adjust the width relative to the aspect ratio of the screen to make the GUI look coherent
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// regardless of screen type. The 1.778 aspect ratio value is the 16:9 reference.
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float aspectValue = 1.778f / Renderer::getScreenAspectRatio();
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float width = glm::clamp(0.60f * aspectValue, 0.50f, 0.80f) * Renderer::getScreenWidth();
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float aspectValue {1.778f / Renderer::getScreenAspectRatio()};
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float width {glm::clamp(0.60f * aspectValue, 0.50f, 0.80f) * Renderer::getScreenWidth()};
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setSize(width, Renderer::getScreenHeight() * 0.75f);
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setPosition((Renderer::getScreenWidth() - mSize.x) / 2.0f,
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@ -194,7 +194,7 @@ GuiInputConfig::GuiInputConfig(InputConfig* target,
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void GuiInputConfig::populateConfigList()
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{
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std::string controllerType = Settings::getInstance()->getString("InputControllerType");
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std::string controllerType {Settings::getInstance()->getString("InputControllerType")};
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// clang-format off
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sGuiInputConfigList[0] = {"Up", false, "D-PAD UP", ":/graphics/help/dpad_up.svg"};
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@ -210,6 +210,14 @@ void GuiInputConfig::populateConfigList()
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sGuiInputConfigList[8] = {"X", true, "Y", ":/graphics/help/mbuttons_x_SNES.svg"};
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sGuiInputConfigList[9] = {"Y", true, "X", ":/graphics/help/mbuttons_y_SNES.svg"};
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}
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else if (controllerType == "ps3") {
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sGuiInputConfigList[4] = {"Back", false, "SELECT", ":/graphics/help/button_back_PS3.svg"};
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sGuiInputConfigList[5] = {"Start", false, "START", ":/graphics/help/button_start_PS3.svg"};
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sGuiInputConfigList[6] = {"A", false, "CROSS", ":/graphics/help/mbuttons_a_PS.svg"};
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sGuiInputConfigList[7] = {"B", false, "CIRCLE", ":/graphics/help/mbuttons_b_PS.svg"};
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sGuiInputConfigList[8] = {"X", true, "SQUARE", ":/graphics/help/mbuttons_x_PS.svg"};
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sGuiInputConfigList[9] = {"Y", true, "TRIANGLE", ":/graphics/help/mbuttons_y_PS.svg"};
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}
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else if (controllerType == "ps4") {
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sGuiInputConfigList[4] = {"Back", false, "SHARE", ":/graphics/help/button_back_PS4.svg"};
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sGuiInputConfigList[5] = {"Start", false, "OPTIONS", ":/graphics/help/button_start_PS4.svg"};
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@ -264,9 +272,9 @@ void GuiInputConfig::populateConfigList()
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void GuiInputConfig::update(int deltaTime)
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{
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if (mConfiguringRow && mHoldingInput && sGuiInputConfigList[mHeldInputId].skippable) {
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int prevSec = mHeldTime / 1000;
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int prevSec {mHeldTime / 1000};
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mHeldTime += deltaTime;
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int curSec = mHeldTime / 1000;
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int curSec {mHeldTime / 1000};
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if (mHeldTime >= HOLD_TO_SKIP_MS) {
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setNotDefined(mMappings.at(mHeldInputId));
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