17
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 12:09:19 +02:00

refactor(sonar): use structured bindings for pair access (cpp:S6005)

This commit is contained in:
jerrrrycho
2026-10-10 16:06:32 +02:00
parent 71b338f30e
commit 560512bd9e
18 changed files with 152 additions and 152 deletions

View File

@@ -189,16 +189,16 @@ gamepad_input::recall_bindings() {
std::string bindingpoint {};
entryparser >> bindingpoint;
auto const splitbindingpoint { split_string_and_number( bindingpoint ) };
auto const [bindingtype, bindingindex]{ split_string_and_number( bindingpoint ) };
if( splitbindingpoint.first == "axis" ) {
if( bindingtype == "axis" ) {
// one or more sets of: [modeIDX] input type, parameters
// [optional] modeIDX associates the set with control mode IDX
// input types:
// -- range commandname IDX; axis value is passed as paramIDX of commandname
// -- 3state commandname commandname; positive axis value issues first commandname, negative value issues second commandname
auto const axisindex { splitbindingpoint.second };
auto const axisindex { bindingindex };
// sanity check, connected gamepad isn't guaranteed to have that many axes
if( axisindex >= m_inputaxes.size() ) { continue; }
@@ -264,9 +264,9 @@ gamepad_input::recall_bindings() {
}
}
}
else if( splitbindingpoint.first == "button" ) {
else if( bindingtype == "button" ) {
auto const buttonindex { splitbindingpoint.second };
auto const buttonindex { bindingindex };
// sanity check, connected gamepad isn't guaranteed to have that many buttons
if( buttonindex >= m_inputbuttons.size() ) { continue; }
@@ -486,17 +486,17 @@ gamepad_input::process_axes() {
}
}
// issue remaining, assembled commands
for( auto const &command : commands ) {
auto const param1 { std::get<0>( command.second ) };
auto const param2 { std::get<1>( command.second ) };
auto &lastparams { m_lastcommandparams[ command.first ] };
for( auto const &[commandid, commandparams] : commands ) {
auto const param1 { std::get<0>( commandparams ) };
auto const param2 { std::get<1>( commandparams ) };
auto &lastparams { m_lastcommandparams[ commandid ] };
if( param1 != 0.0 || std::get<0>(lastparams) != 0.0
|| param2 != 0.0 || std::get<1>(lastparams) != 0.0 ) {
m_relay.post(
command.first,
commandid,
param1,
param2,
std::get<2>( command.second ),
std::get<2>( commandparams ),
// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
// TODO: pass correct entity id once the missing systems are in place
0 );