[Gamepad] Re-work assertions
This commit is contained in:
parent
6276ef2e24
commit
c3ee95278c
@ -169,8 +169,8 @@ namespace Components
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{Game::K_APAD_RIGHT, Game::K_RIGHTARROW},
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{Game::K_APAD_RIGHT, Game::K_RIGHTARROW},
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};
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};
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Gamepad::GamePad Gamepad::gamePads[Game::MAX_GAMEPADS]{};
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Gamepad::GamePad Gamepad::gamePads[Game::MAX_GPAD_COUNT]{};
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Gamepad::GamePadGlobals Gamepad::gamePadGlobals[Game::MAX_GAMEPADS]{{}};
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Gamepad::GamePadGlobals Gamepad::gamePadGlobals[Game::MAX_GPAD_COUNT]{{}};
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int Gamepad::gamePadBindingsModifiedFlags = 0;
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int Gamepad::gamePadBindingsModifiedFlags = 0;
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Dvar::Var Gamepad::gpad_enabled;
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Dvar::Var Gamepad::gpad_enabled;
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@ -314,7 +314,8 @@ namespace Components
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bool Gamepad::GPad_Check(const int gamePadIndex, const int portIndex)
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bool Gamepad::GPad_Check(const int gamePadIndex, const int portIndex)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert((portIndex >= 0) && (portIndex < Game::MAX_GPAD_COUNT));
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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if (XInputGetCapabilities(portIndex, XINPUT_FLAG_GAMEPAD, &gamePad.caps) == ERROR_SUCCESS)
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if (XInputGetCapabilities(portIndex, XINPUT_FLAG_GAMEPAD, &gamePad.caps) == ERROR_SUCCESS)
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@ -332,7 +333,7 @@ namespace Components
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{
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{
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auto currentGamePadNum = 0;
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auto currentGamePadNum = 0;
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for (auto currentPort = 0; currentPort < XUSER_MAX_COUNT && currentGamePadNum < Game::MAX_GAMEPADS; currentPort++)
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for (auto currentPort = 0; currentPort < XUSER_MAX_COUNT && currentGamePadNum < Game::MAX_GPAD_COUNT; currentPort++)
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{
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{
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if (GPad_Check(currentGamePadNum, currentPort))
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if (GPad_Check(currentGamePadNum, currentPort))
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currentGamePadNum++;
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currentGamePadNum++;
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@ -366,7 +367,7 @@ namespace Components
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bool Gamepad::AimAssist_IsPlayerUsingOffhand(Game::AimAssistPlayerState* ps)
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bool Gamepad::AimAssist_IsPlayerUsingOffhand(Game::AimAssistPlayerState* ps)
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{
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{
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// Check offhand flag
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// Check offhand flag
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if ((ps->weapFlags & 2) == 0)
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if ((ps->weapFlags & Game::PWF_USING_OFFHAND) == 0)
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return false;
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return false;
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// If offhand weapon has no id we are not using one
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// If offhand weapon has no id we are not using one
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@ -421,7 +422,8 @@ namespace Components
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bool Gamepad::AimAssist_IsLockonActive(const int gamePadIndex)
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bool Gamepad::AimAssist_IsLockonActive(const int gamePadIndex)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& aaGlob = Game::aaGlobArray[gamePadIndex];
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auto& aaGlob = Game::aaGlobArray[gamePadIndex];
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if (!aim_lockon_enabled.get<bool>() || !gpad_lockon_enabled.get<bool>())
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if (!aim_lockon_enabled.get<bool>() || !gpad_lockon_enabled.get<bool>())
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@ -439,7 +441,9 @@ namespace Components
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void Gamepad::AimAssist_ApplyLockOn(const Game::AimInput* input, Game::AimOutput* output)
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void Gamepad::AimAssist_ApplyLockOn(const Game::AimInput* input, Game::AimOutput* output)
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{
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{
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assert(input);
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assert(input);
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assert(input->localClientNum < Game::MAX_GAMEPADS);
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assert(output);
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AssertIn(input->localClientNum, Game::STATIC_MAX_LOCAL_CLIENTS);
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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const auto prevTargetEnt = aaGlob.lockOnTargetEnt;
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const auto prevTargetEnt = aaGlob.lockOnTargetEnt;
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@ -554,10 +558,11 @@ namespace Components
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void Gamepad::AimAssist_CalcSlowdown(const Game::AimInput* input, float* pitchScale, float* yawScale)
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void Gamepad::AimAssist_CalcSlowdown(const Game::AimInput* input, float* pitchScale, float* yawScale)
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{
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{
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assert(input);
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assert(input);
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assert(input->localClientNum < Game::MAX_GAMEPADS);
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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assert(pitchScale);
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assert(pitchScale);
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assert(yawScale);
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assert(yawScale);
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AssertIn(input->localClientNum, Game::STATIC_MAX_LOCAL_CLIENTS);
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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*pitchScale = 1.0f;
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*pitchScale = 1.0f;
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*yawScale = 1.0f;
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*yawScale = 1.0f;
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@ -586,7 +591,10 @@ namespace Components
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void Gamepad::AimAssist_ApplyTurnRates(const Game::AimInput* input, Game::AimOutput* output)
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void Gamepad::AimAssist_ApplyTurnRates(const Game::AimInput* input, Game::AimOutput* output)
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{
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{
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assert(input->localClientNum < Game::MAX_GAMEPADS);
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assert(input);
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assert(output);
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AssertIn(input->localClientNum, Game::STATIC_MAX_LOCAL_CLIENTS);
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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auto slowdownPitchScale = 0.0f;
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auto slowdownPitchScale = 0.0f;
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@ -649,7 +657,8 @@ namespace Components
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void Gamepad::AimAssist_UpdateGamePadInput(const Game::AimInput* input, Game::AimOutput* output)
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void Gamepad::AimAssist_UpdateGamePadInput(const Game::AimInput* input, Game::AimOutput* output)
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{
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{
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assert(input->localClientNum < Game::MAX_GAMEPADS);
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AssertIn(input->localClientNum, Game::STATIC_MAX_LOCAL_CLIENTS);
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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auto& aaGlob = Game::aaGlobArray[input->localClientNum];
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output->pitch = input->pitch;
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output->pitch = input->pitch;
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@ -784,8 +793,8 @@ namespace Components
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float Gamepad::CL_GamepadAxisValue(const int gamePadIndex, const Game::GamepadVirtualAxis virtualAxis)
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float Gamepad::CL_GamepadAxisValue(const int gamePadIndex, const Game::GamepadVirtualAxis virtualAxis)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(virtualAxis > Game::GPAD_VIRTAXIS_NONE && virtualAxis < Game::GPAD_VIRTAXIS_COUNT);
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assert(virtualAxis > Game::GPAD_VIRTAXIS_NONE && virtualAxis < Game::GPAD_VIRTAXIS_COUNT);
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const auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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const auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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const auto& [physicalAxis, mapType] = gamePadGlobal.axes.virtualAxes[virtualAxis];
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const auto& [physicalAxis, mapType] = gamePadGlobal.axes.virtualAxes[virtualAxis];
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@ -818,7 +827,8 @@ namespace Components
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void Gamepad::CL_GamepadMove(const int gamePadIndex, Game::usercmd_s* cmd, const float frameTimeBase)
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void Gamepad::CL_GamepadMove(const int gamePadIndex, Game::usercmd_s* cmd, const float frameTimeBase)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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auto& clientActive = Game::clients[gamePadIndex];
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auto& clientActive = Game::clients[gamePadIndex];
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@ -960,7 +970,8 @@ namespace Components
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void Gamepad::CL_GamepadResetMenuScrollTime(const int gamePadIndex, const int key, const bool down, const unsigned time)
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void Gamepad::CL_GamepadResetMenuScrollTime(const int gamePadIndex, const int key, const bool down, const unsigned time)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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if (!down)
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if (!down)
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@ -979,8 +990,8 @@ namespace Components
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void Gamepad::CL_GamepadGenerateAPad(const int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, unsigned time)
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void Gamepad::CL_GamepadGenerateAPad(const int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, unsigned time)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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assert(physicalAxis < Game::GPAD_PHYSAXIS_COUNT && physicalAxis >= 0);
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assert(physicalAxis >= 0 && physicalAxis < Game::GPAD_PHYSAXIS_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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@ -1014,8 +1025,8 @@ namespace Components
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void Gamepad::CL_GamepadEvent(const int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, const float value, const unsigned time)
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void Gamepad::CL_GamepadEvent(const int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, const float value, const unsigned time)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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assert(physicalAxis < Game::GPAD_PHYSAXIS_COUNT && physicalAxis >= 0);
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assert(physicalAxis >= 0 && physicalAxis < Game::GPAD_PHYSAXIS_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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@ -1054,7 +1065,8 @@ namespace Components
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bool Gamepad::Scoreboard_HandleInput(int gamePadIndex, int key)
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bool Gamepad::Scoreboard_HandleInput(int gamePadIndex, int key)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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AssertIn(gamePadIndex, Game::STATIC_MAX_LOCAL_CLIENTS);
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auto& keyState = Game::playerKeys[gamePadIndex];
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auto& keyState = Game::playerKeys[gamePadIndex];
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if (keyState.keys[key].binding && strcmp(keyState.keys[key].binding, "togglescores") == 0)
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if (keyState.keys[key].binding && strcmp(keyState.keys[key].binding, "togglescores") == 0)
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@ -1080,7 +1092,8 @@ namespace Components
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bool Gamepad::CL_CheckForIgnoreDueToRepeat(const int gamePadIndex, const int key, const int repeatCount, const unsigned time)
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bool Gamepad::CL_CheckForIgnoreDueToRepeat(const int gamePadIndex, const int key, const int repeatCount, const unsigned time)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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AssertIn(gamePadIndex, Game::STATIC_MAX_LOCAL_CLIENTS);
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auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
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if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
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if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
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@ -1113,7 +1126,7 @@ namespace Components
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void Gamepad::CL_GamepadButtonEvent(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time)
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void Gamepad::CL_GamepadButtonEvent(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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const auto pressed = buttonEvent == Game::GPAD_BUTTON_PRESSED;
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const auto pressed = buttonEvent == Game::GPAD_BUTTON_PRESSED;
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const auto pressedOrUpdated = pressed || buttonEvent == Game::GPAD_BUTTON_UPDATE;
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const auto pressedOrUpdated = pressed || buttonEvent == Game::GPAD_BUTTON_UPDATE;
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@ -1199,7 +1212,7 @@ namespace Components
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void Gamepad::CL_GamepadButtonEventForPort(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time)
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void Gamepad::CL_GamepadButtonEventForPort(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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gamePad.inUse = true;
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gamePad.inUse = true;
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@ -1244,7 +1257,9 @@ namespace Components
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float Gamepad::GPad_GetStick(const int gamePadIndex, const Game::GamePadStick stick)
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float Gamepad::GPad_GetStick(const int gamePadIndex, const Game::GamePadStick stick)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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assert(stick & Game::GPAD_STICK_MASK);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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return gamePad.sticks[stick];
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return gamePad.sticks[stick];
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@ -1252,7 +1267,7 @@ namespace Components
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float Gamepad::GPad_GetButton(const int gamePadIndex, Game::GamePadButton button)
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float Gamepad::GPad_GetButton(const int gamePadIndex, Game::GamePadButton button)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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float value = 0.0f;
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float value = 0.0f;
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@ -1276,7 +1291,9 @@ namespace Components
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bool Gamepad::GPad_IsButtonPressed(const int gamePadIndex, Game::GamePadButton button)
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bool Gamepad::GPad_IsButtonPressed(const int gamePadIndex, Game::GamePadButton button)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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assert(button & (Game::GPAD_DIGITAL_MASK | Game::GPAD_ANALOG_MASK));
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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bool down = false;
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bool down = false;
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@ -1310,7 +1327,8 @@ namespace Components
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bool Gamepad::GPad_IsButtonReleased(int gamePadIndex, Game::GamePadButton button)
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bool Gamepad::GPad_IsButtonReleased(int gamePadIndex, Game::GamePadButton button)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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bool down = false;
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bool down = false;
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@ -1340,7 +1358,8 @@ namespace Components
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void Gamepad::GPad_UpdateSticksDown(const int gamePadIndex)
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void Gamepad::GPad_UpdateSticksDown(const int gamePadIndex)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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for (auto stickIndex = 0u; stickIndex < std::extent_v<decltype(GamePad::sticks)>; stickIndex++)
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for (auto stickIndex = 0u; stickIndex < std::extent_v<decltype(GamePad::sticks)>; stickIndex++)
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@ -1371,7 +1390,7 @@ namespace Components
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void Gamepad::GPad_UpdateSticks(const int gamePadIndex, const XINPUT_GAMEPAD& state)
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void Gamepad::GPad_UpdateSticks(const int gamePadIndex, const XINPUT_GAMEPAD& state)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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@ -1403,7 +1422,7 @@ namespace Components
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void Gamepad::GPad_UpdateDigitals(const int gamePadIndex, const XINPUT_GAMEPAD& state)
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void Gamepad::GPad_UpdateDigitals(const int gamePadIndex, const XINPUT_GAMEPAD& state)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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@ -1425,7 +1444,7 @@ namespace Components
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void Gamepad::GPad_UpdateAnalogs(const int gamePadIndex, const XINPUT_GAMEPAD& state)
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void Gamepad::GPad_UpdateAnalogs(const int gamePadIndex, const XINPUT_GAMEPAD& state)
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{
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{
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assert(gamePadIndex < Game::MAX_GAMEPADS);
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assert(gamePadIndex < Game::MAX_GPAD_COUNT);
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auto& gamePad = gamePads[gamePadIndex];
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auto& gamePad = gamePads[gamePadIndex];
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@ -1452,7 +1471,7 @@ namespace Components
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{
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{
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GPad_RefreshAll();
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GPad_RefreshAll();
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for (auto currentGamePadIndex = 0; currentGamePadIndex < Game::MAX_GAMEPADS; currentGamePadIndex++)
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for (auto currentGamePadIndex = 0; currentGamePadIndex < Game::MAX_GPAD_COUNT; currentGamePadIndex++)
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{
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{
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const auto& gamePad = gamePads[currentGamePadIndex];
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const auto& gamePad = gamePads[currentGamePadIndex];
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if (!gamePad.enabled)
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if (!gamePad.enabled)
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@ -1477,7 +1496,7 @@ namespace Components
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const auto time = Game::Sys_Milliseconds();
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const auto time = Game::Sys_Milliseconds();
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bool gpadPresent = false;
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bool gpadPresent = false;
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for (auto gamePadIndex = 0; gamePadIndex < Game::MAX_GAMEPADS; gamePadIndex++)
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for (auto gamePadIndex = 0; gamePadIndex < Game::MAX_GPAD_COUNT; gamePadIndex++)
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{
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{
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const auto& gamePad = gamePads[gamePadIndex];
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const auto& gamePad = gamePads[gamePadIndex];
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@ -1540,7 +1559,8 @@ namespace Components
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void Gamepad::Gamepad_WriteBindings(const int gamePadIndex, const int handle)
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void Gamepad::Gamepad_WriteBindings(const int gamePadIndex, const int handle)
|
||||||
{
|
{
|
||||||
assert(gamePadIndex < Game::MAX_GAMEPADS);
|
assert(gamePadIndex < Game::MAX_GPAD_COUNT);
|
||||||
|
|
||||||
auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
|
auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
|
||||||
|
|
||||||
Game::FS_Printf(handle, "unbindallaxis\n");
|
Game::FS_Printf(handle, "unbindallaxis\n");
|
||||||
@ -1592,7 +1612,7 @@ namespace Components
|
|||||||
|
|
||||||
void Gamepad::Gamepad_BindAxis(const int gamePadIndex, const Game::GamepadPhysicalAxis realIndex, const Game::GamepadVirtualAxis axisIndex, const Game::GamepadMapping mapType)
|
void Gamepad::Gamepad_BindAxis(const int gamePadIndex, const Game::GamepadPhysicalAxis realIndex, const Game::GamepadVirtualAxis axisIndex, const Game::GamepadMapping mapType)
|
||||||
{
|
{
|
||||||
assert(gamePadIndex < Game::MAX_GAMEPADS);
|
assert(gamePadIndex < Game::MAX_GPAD_COUNT);
|
||||||
assert(realIndex > Game::GPAD_PHYSAXIS_NONE && realIndex < Game::GPAD_PHYSAXIS_COUNT);
|
assert(realIndex > Game::GPAD_PHYSAXIS_NONE && realIndex < Game::GPAD_PHYSAXIS_COUNT);
|
||||||
assert(axisIndex > Game::GPAD_VIRTAXIS_NONE && axisIndex < Game::GPAD_VIRTAXIS_COUNT);
|
assert(axisIndex > Game::GPAD_VIRTAXIS_NONE && axisIndex < Game::GPAD_VIRTAXIS_COUNT);
|
||||||
assert(mapType > Game::GPAD_MAP_NONE && mapType < Game::GPAD_MAP_COUNT);
|
assert(mapType > Game::GPAD_MAP_NONE && mapType < Game::GPAD_MAP_COUNT);
|
||||||
|
@ -62,8 +62,8 @@ namespace Components
|
|||||||
static Game::keyname_t combinedLocalizedKeyNamesPs3[];
|
static Game::keyname_t combinedLocalizedKeyNamesPs3[];
|
||||||
static ControllerMenuKeyMapping controllerMenuKeyMappings[];
|
static ControllerMenuKeyMapping controllerMenuKeyMappings[];
|
||||||
|
|
||||||
static GamePad gamePads[Game::MAX_GAMEPADS];
|
static GamePad gamePads[Game::MAX_GPAD_COUNT];
|
||||||
static GamePadGlobals gamePadGlobals[Game::MAX_GAMEPADS];
|
static GamePadGlobals gamePadGlobals[Game::MAX_GPAD_COUNT];
|
||||||
|
|
||||||
static int gamePadBindingsModifiedFlags;
|
static int gamePadBindingsModifiedFlags;
|
||||||
|
|
||||||
|
@ -7615,7 +7615,7 @@ namespace Game
|
|||||||
|
|
||||||
static_assert(sizeof(cg_s) == 0xFD540);
|
static_assert(sizeof(cg_s) == 0xFD540);
|
||||||
|
|
||||||
static constexpr auto MAX_GAMEPADS = 1;
|
static constexpr auto MAX_GPAD_COUNT = 1;
|
||||||
|
|
||||||
static constexpr auto GPAD_VALUE_MASK = 0xFFFFFFFu;
|
static constexpr auto GPAD_VALUE_MASK = 0xFFFFFFFu;
|
||||||
static constexpr auto GPAD_DPAD_MASK = XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_DPAD_RIGHT;
|
static constexpr auto GPAD_DPAD_MASK = XINPUT_GAMEPAD_DPAD_UP | XINPUT_GAMEPAD_DPAD_DOWN | XINPUT_GAMEPAD_DPAD_LEFT | XINPUT_GAMEPAD_DPAD_RIGHT;
|
||||||
|
Loading…
Reference in New Issue
Block a user