mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 03:59:19 +02:00
Fix/sonar maintainability rebased (#209)
* refactor(sonar): use override instead of redundant virtual (cpp:S3471) * refactor(sonar): remove empty statements, one declaration per statement (cpp:S1116, cpp:S1659) * refactor(sonar): drop redundant lambda return types (cpp:S3574) * refactor(sonar): prefer using over typedef (cpp:S5416) * refactor(sonar): use =default for trivial special members (cpp:S3490) * refactor(sonar): use nullptr literal (cpp:S4962) * refactor(sonar): remove redundant access specifiers (cpp:S3539) * refactor(sonar): remove redundant casts (cpp:S1905) * refactor(sonar): use std::scoped_lock instead of std::lock_guard (cpp:S5997) * refactor(sonar): construct elements in place with emplace_back (cpp:S6003) * refactor(sonar): make narrowing conversions explicit (cpp:S5276) * refactor(sonar): mark unused parameters (cpp:S1172) Unused names are commented out; parameters used only on some platforms are marked [[maybe_unused]]. * refactor(sonar): declare non-mutating member functions const (cpp:S5817) Virtual functions are left untouched so overrides keep matching. * refactor(sonar): merge collapsible nested if statements (cpp:S1066) Comments that preceded the inner if are kept above the merged statement. * refactor(sonar): scope single-use variables in if init-statements (cpp:S6004) * fix(sonar): give polymorphic base classes virtual destructors (cpp:S1235) * refactor(sonar): use try_emplace for map insertion (cpp:S6030) * refactor(sonar): use auto where the type is spelled out on the right (cpp:S5827) * refactor(sonar): remove redundant parentheses (cpp:S1110) * refactor(sonar): document intentionally empty functions (cpp:S1186) * refactor(sonar): remove dead stores (cpp:S1854) Side effects (e.g. LISTLINE++) are kept. * refactor(sonar): remove unused variables, captures and private fields (cpp:S1481, cpp:S1068) * refactor(sonar): use structured bindings for pair access (cpp:S6005) * refactor(sonar): use range-based loops and ranges algorithms (cpp:S5566) * refactor(sonar): split chained assignments (cpp:S1121) * refactor(sonar): add default cases to switch statements (cpp:S3562) * refactor(sonar): use std::size for array lengths (cpp:S7127) * refactor(sonar): use std::ranges algorithms and std::erase(_if) (cpp:S6197) * refactor(sonar): access static members through the class (cpp:S2209) * refactor(sonar): add braces around nested if-else (cpp:S5261) * refactor(sonar): avoid side effects inside typeid operands (cpp:S5279) * refactor(sonar): drop top-level const from by-value return types (cpp:S5951) * refactor(sonar): declare variables separately from their type definitions (cpp:S3646) * refactor(sonar): declare loop counters in the for statement (cpp:S5955) * refactor(sonar): rely on class template argument deduction (cpp:S6012) * refactor(sonar): inherit base constructors instead of forwarding them (cpp:S5952) * refactor(sonar): rename locals that shadow outer declarations (cpp:S1117) Only local variables and definition parameters are renamed; shadowing struct fields and enumerators in headers are left for a separate change. * refactor(sonar): reduce enum qualification with using enum (cpp:S6177) Applied only where no unqualified name in the block could be captured by the introduced enumerators. * refactor(sonar): mark converting constructors explicit (cpp:S1709) sound_source and the gl::object conversion operators stay implicit; they are relied upon by copy-list-initialisation and GL calls. * refactor(sonar): initialise members in initialiser lists or declarations (cpp:S3230) * refactor(sonar): make read-only local references and pointers const (cpp:S5350) * refactor(sonar): take read-only pointer and reference parameters as const (cpp:S995) TTrain command handlers keep their signature, it is fixed by the handler table. * refactor(sonar): pass expensive-to-copy parameters by const reference (cpp:S1238) Signatures declared in files touched by PR 206 (Driver.h, EU07.cpp) and virtual overrides are left unchanged. * refactor(sonar): use transparent comparators for string-keyed maps (cpp:S6045) std::unordered_map instances and map types exposed in headers used by other modules are left as they are. * fix(sonar): do not use UI text as a printf format string (cpp:S5281) Text lines containing '%' would otherwise be interpreted as format specifiers by ImGui::TextColored. * refactor(sonar): use std::bind_front for callbacks (cpp:S5995) * refactor(sonar): drop const_cast on string literals passed to the Python C API (cpp:S859) * refactor(sonar): take read-only string parameters as std::string_view (cpp:S6009) The Windows messaging helpers keep std::string, they need c_str(). * refactor(sonar): make read-only global tables const (cpp:S5421) Mutable global state (flags, timers, singletons) is left as is. * refactor(sonar): replace single-case switch statements with if (cpp:S1301) * refactor(sonar): format UUIDs and log timestamps with std::format (cpp:S6494, cpp:S5945) * refactor(sonar): use std::array for local fixed-size arrays (cpp:S5945) Arrays that are class members or part of headers are left unchanged. * fix(sonar): test the bearing damage bit, not bit 0 (cpp:S872) 'DamageFlag & dtrain_bearing > 0' parsed as 'DamageFlag & (dtrain_bearing > 0)', i.e. DamageFlag & 1, so bearing friction reacted to the wrong damage flag. * refactor(sonar): assorted small fixes - empty() instead of size() comparisons (cpp:S1155) - member initialisers in declaration order (cpp:S3229) - no redundant c_str() when a std::string is accepted (cpp:S7121) - contains() on associative containers (cpp:S6171) - const reference instead of a copying range-for (cpp:S6032) - starts_with() for prefix checks (cpp:S6178) - no std::move on temporaries (cpp:S5274) - has_value() on std::optional (cpp:S7172) - bool literals for bool members (cpp:S5820) - inline only on the definition (cpp:S3548) - explicit base access specifier (cpp:S5965) - explicit element access instead of dereferencing an array (cpp:S7116) - rely on the C++20 rewritten operator!= (cpp:S6186) * refactor(sonar): more small fixes - std::format instead of iostream manipulators in to_string/to_hex_str (cpp:S6495); output verified identical, negative hex values keep the unsigned form - remove an empty compound statement (cpp:S108) - drop an always-false unsigned < 0 branch (cpp:S1768) - explicit lambda capture (cpp:S3608) - std::make_unique (cpp:S5950) * chore: strip stray carriage returns left in TTrain constructor comments * fix: keep quantize() in its own value type The S5276 change cast the result of the generic quantize<Type_>() to unsigned int, which truncated float/double callers (shadow angle slider, editor rotation snapping, AI speed control steps) and broke negative values. * fix(sonar): use integer loop counters in segment sampling (cpp:S2193) * refactor(sonar): clean up issues reported on PR 209 - remove locals left unused after the dead-store cleanup (cpp:S1481, cpp:S1854) - unnamed unused parameter (cpp:S1172) - single-use declarations moved into if init-statements (cpp:S6004) - auto for casted initialisers (cpp:S5827) - const references and pointers where nothing is modified (cpp:S5350) - rename structured bindings shadowed by inner declarations (cpp:S1117)
This commit is contained in:
@@ -51,8 +51,7 @@ gamepad_input::init() {
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m_inputbuttons.clear();
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// NOTE: we're only checking for joystick_1 and rely for it to stay connected throughout.
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// not exactly flexible, but for quick hack it'll do
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auto const name = glfwGetJoystickName( GLFW_JOYSTICK_1 );
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if( name != nullptr ) {
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if( auto const name = glfwGetJoystickName( GLFW_JOYSTICK_1 ); name != nullptr ) {
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WriteLog( "Connected gamepad: " + std::string( name ) );
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m_deviceid = GLFW_JOYSTICK_1;
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}
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@@ -94,7 +93,7 @@ gamepad_input::poll() {
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if( button.state != buttons[ idx ] ) {
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// button pressed or released, both are important
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on_button(
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idx,
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static_cast<int>(idx),
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buttons[idx] == 1 ? GLFW_PRESS : GLFW_RELEASE);
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}
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else {
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@@ -102,7 +101,7 @@ gamepad_input::poll() {
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if( button.state == GLFW_PRESS ) {
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on_button(
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idx,
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static_cast<int>(idx),
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GLFW_REPEAT );
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}
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}
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@@ -125,9 +124,9 @@ gamepad_input::poll() {
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}
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void
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gamepad_input::bind( std::vector< std::reference_wrapper<user_command> > &Targets, cParser &Input, std::unordered_map<std::string, user_command> const &Translator, std::string const Point ) {
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gamepad_input::bind( std::vector< std::reference_wrapper<user_command> > const &Targets, cParser &Input, std::unordered_map<std::string, user_command> const &Translator, std::string const &Point ) const {
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for( auto &bindingtarget : Targets ) {
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for( auto const &bindingtarget : Targets ) {
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// grab command(s) associated with the input pin
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auto const bindingcommandname{ Input.getToken<std::string>() };
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if( true == bindingcommandname.empty() ) {
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@@ -154,12 +153,11 @@ bool
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gamepad_input::recall_bindings() {
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std::string filePath = "eu07_input-gamepad.ini";
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fs::path appPath = user_config_path("eu07_input-gamepad.ini");
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if (!appPath.empty() && fs::exists(appPath))
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if (fs::path appPath = user_config_path("eu07_input-gamepad.ini"); !appPath.empty() && fs::exists(appPath))
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filePath = appPath.string();
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// bindingparser tworzony zawsze, z wybran<61> <20>cie<69>k<EFBFBD>
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cParser bindingparser(filePath.c_str(), cParser::buffer_FILE);
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cParser bindingparser(filePath, cParser::buffer_FILE);
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if( false == bindingparser.ok() ) {
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return false;
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@@ -169,7 +167,7 @@ gamepad_input::recall_bindings() {
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std::unordered_map<std::string, user_command> nametocommandmap;
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std::size_t commandid = 0;
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for( auto const &description : simulation::Commands_descriptions ) {
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nametocommandmap.emplace(
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nametocommandmap.try_emplace(
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description.name,
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static_cast<user_command>( commandid ) );
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++commandid;
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@@ -191,16 +189,16 @@ gamepad_input::recall_bindings() {
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std::string bindingpoint {};
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entryparser >> bindingpoint;
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auto const splitbindingpoint { split_string_and_number( bindingpoint ) };
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auto const [pointtype, pointindex]{ split_string_and_number( bindingpoint ) };
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if( splitbindingpoint.first == "axis" ) {
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if( pointtype == "axis" ) {
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// one or more sets of: [modeIDX] input type, parameters
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// [optional] modeIDX associates the set with control mode IDX
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// input types:
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// -- range commandname IDX; axis value is passed as paramIDX of commandname
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// -- 3state commandname commandname; positive axis value issues first commandname, negative value issues second commandname
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auto const axisindex { splitbindingpoint.second };
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auto const axisindex { pointindex };
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// sanity check, connected gamepad isn't guaranteed to have that many axes
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if( axisindex >= m_inputaxes.size() ) { continue; }
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@@ -211,8 +209,7 @@ gamepad_input::recall_bindings() {
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std::string key {};
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entryparser >> key;
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// check for potential mode indicator
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auto const splitkey { split_string_and_number( key ) };
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if( splitkey.first == "mode" ) {
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if( auto const splitkey { split_string_and_number( key ) }; splitkey.first == "mode" ) {
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// indicate we'll be processing specified mode
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controlmode = splitkey.second;
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continue;
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@@ -231,12 +228,13 @@ gamepad_input::recall_bindings() {
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std::get<0>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) = bindingtype;
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// retrieve regular commands associated with the axis and mode
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switch( bindingtype ) {
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case input_type::value:
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case input_type::value_invert: {
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using enum gamepad_input::input_type;
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case value:
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case value_invert: {
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bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
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break;
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}
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case input_type::threestate: {
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case threestate: {
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bindingtargets.emplace_back( std::ref( std::get<1>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
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bindingtargets.emplace_back( std::ref( std::get<2>( m_inputaxes[ axisindex ].bindings[ controlmode ] ) ) );
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break;
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@@ -267,9 +265,9 @@ gamepad_input::recall_bindings() {
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}
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}
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}
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else if( splitbindingpoint.first == "button" ) {
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else if( pointtype == "button" ) {
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auto const buttonindex { splitbindingpoint.second };
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auto const buttonindex { pointindex };
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// sanity check, connected gamepad isn't guaranteed to have that many buttons
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if( buttonindex >= m_inputbuttons.size() ) { continue; }
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@@ -345,7 +343,8 @@ void
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gamepad_input::process_axes() {
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input_type inputtype;
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user_command boundcommand1, boundcommand2;
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user_command boundcommand1;
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user_command boundcommand2;
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auto binding { std::tie( inputtype, boundcommand1, boundcommand2 ) };
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// since some commands can potentially collect values from two different axes we can't post them directly
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@@ -369,20 +368,18 @@ gamepad_input::process_axes() {
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auto const deltatime { Timer::GetDeltaTime() * 15.0 };
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if( axis.state >= 0.0f ) {
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// first bound command selected
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if( axis.accumulator < 0.0f ) {
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// we were issuing the other command, post notification that's no longer the case
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if( boundcommand2 != user_command::none ) {
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m_relay.post(
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boundcommand2,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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// we were issuing the other command, post notification that's no longer the case
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if (axis.accumulator < 0.0f && boundcommand2 != user_command::none) {
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m_relay.post(
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boundcommand2,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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if( boundcommand1 != user_command::none ) {
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if( axis.state > m_deadzone ) {
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axis.accumulator += ( axis.state - m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime;
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axis.accumulator += static_cast<float>(( axis.state - m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime);
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// we're making sure there's always a positive charge left in the accumulator,
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// to more reliably decect when the stick goes from active to dead zone, below
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while( axis.accumulator > 1.0f ) {
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@@ -409,20 +406,18 @@ gamepad_input::process_axes() {
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}
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else {
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// second bound command selected
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if( axis.accumulator > 0.0f ) {
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// we were issuing the other command, post notification that's no longer the case
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if( boundcommand1 != user_command::none ) {
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m_relay.post(
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boundcommand1,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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// we were issuing the other command, post notification that's no longer the case
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if (axis.accumulator > 0.0f && boundcommand1 != user_command::none) {
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m_relay.post(
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boundcommand1,
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0, 0,
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GLFW_RELEASE,
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0 );
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axis.accumulator = 0.0f;
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}
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if( boundcommand1 != user_command::none ) {
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if( axis.state < -m_deadzone ) {
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axis.accumulator += ( axis.state + m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime;
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axis.accumulator += static_cast<float>(( axis.state + m_deadzone ) / ( 1.0 - m_deadzone ) * deltatime);
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// we're making sure there's always a positive charge left in the accumulator,
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// to more reliably decect when the stick goes from active to dead zone, below
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while( axis.accumulator < -1.0f ) {
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@@ -464,19 +459,18 @@ gamepad_input::process_axes() {
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else {
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param = param > 0.0 ? (param - m_deadzone) / (1.0 - m_deadzone) : (param + m_deadzone) / (1.0 - m_deadzone);
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}
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if( param != 0.0 ) {
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if( inputtype == input_type::value_invert ) {
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param *= -1.0;
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}
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if (param != 0.0 && inputtype == input_type::value_invert) {
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param *= -1.0;
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}
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// scale passed value according to command type
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switch( boundcommand1 ) {
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case user_command::viewturn: {
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using enum user_command;
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case viewturn: {
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param *= 10.0 * ( Timer::GetDeltaRenderTime() * 60.0 );
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break;
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}
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case user_command::movehorizontal:
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case user_command::movehorizontalfast: {
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case movehorizontal:
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case movehorizontalfast: {
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// these expect value in -1:1 range
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break;
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}
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@@ -494,17 +488,17 @@ gamepad_input::process_axes() {
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}
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}
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// issue remaining, assembled commands
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for( auto const &command : commands ) {
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auto const param1 { std::get<0>( command.second ) };
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auto const param2 { std::get<1>( command.second ) };
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auto &lastparams { m_lastcommandparams[ command.first ] };
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for( auto const &[commandid, commandparams] : commands ) {
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auto const param1 { std::get<0>( commandparams ) };
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auto const param2 { std::get<1>( commandparams ) };
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auto &lastparams { m_lastcommandparams[ commandid ] };
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if( param1 != 0.0 || std::get<0>(lastparams) != 0.0
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|| param2 != 0.0 || std::get<1>(lastparams) != 0.0 ) {
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m_relay.post(
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command.first,
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commandid,
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param1,
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param2,
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std::get<2>( command.second ),
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std::get<2>( commandparams ),
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// as we haven't yet implemented either item id system or multiplayer, the 'local' controlled vehicle and entity have temporary ids of 0
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// TODO: pass correct entity id once the missing systems are in place
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0 );
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