[Gamepad] Re-work assertions

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Diavolo 2022-08-20 14:06:52 +02:00
parent 6276ef2e24
commit c3ee95278c
No known key found for this signature in database
GPG Key ID: FA77F074E98D98A5
3 changed files with 58 additions and 38 deletions

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

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@ -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;

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@ -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;