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mirror of synced 2025-02-08 14:58:17 +01:00

Merge remote-tracking branch 'upstream/Refactor' into Refactor

This commit is contained in:
esuo1198 2024-03-23 18:47:12 +09:00
commit 8d643094ec
3 changed files with 37 additions and 87 deletions

View File

@ -3,7 +3,6 @@ c = 'x86_64-w64-mingw32-gcc'
cpp = 'x86_64-w64-mingw32-g++' cpp = 'x86_64-w64-mingw32-g++'
ar = 'x86_64-w64-mingw32-ar' ar = 'x86_64-w64-mingw32-ar'
strip = 'x86_64-w64-mingw32-strip' strip = 'x86_64-w64-mingw32-strip'
nasm = 'nasm'
[host_machine] [host_machine]
system = 'windows' system = 'windows'

View File

@ -1,4 +1,4 @@
project('TaikoArcadeLoader', 'c', 'cpp', 'nasm', version: '1.0.0', default_options : ['c_std=c11', 'cpp_std=c++23']) project('TaikoArcadeLoader', 'c', 'cpp', version: '1.0.0', default_options : ['c_std=c11', 'cpp_std=c++23'])
warning_level = 3 warning_level = 3
debug = true debug = true
optimization = 3 optimization = 3

View File

@ -241,8 +241,7 @@ SetConfigValue (toml_table_t *table, const char *key, Keybindings *keybind) {
} }
} }
break; break;
default: default: break;
break;
} }
} }
} }
@ -333,45 +332,23 @@ UpdatePoll (HWND windowHandle) {
else if (event.wheel.y < 0) currentMouseState.ScrolledDown = true; else if (event.wheel.y < 0) currentMouseState.ScrolledDown = true;
break; break;
case SDL_CONTROLLERBUTTONUP: case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONDOWN: currentControllerButtonsState[event.cbutton.button] = event.cbutton.state; break;
currentControllerButtonsState[event.cbutton.button] = event.cbutton.state;
break;
case SDL_CONTROLLERAXISMOTION: case SDL_CONTROLLERAXISMOTION:
if (event.caxis.value > 1) { if (event.caxis.value > 1) {
switch (event.caxis.axis) { switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX: case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftRight = (float)event.caxis.value / 32767; break;
currentControllerAxisState.LeftRight = (float)event.caxis.value / 32767; case SDL_CONTROLLER_AXIS_LEFTY: currentControllerAxisState.LeftDown = (float)event.caxis.value / 32767; break;
break; case SDL_CONTROLLER_AXIS_RIGHTX: currentControllerAxisState.RightRight = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_LEFTY: case SDL_CONTROLLER_AXIS_RIGHTY: currentControllerAxisState.RightDown = (float)event.caxis.value / 32767; break;
currentControllerAxisState.LeftDown = (float)event.caxis.value / 32767; case SDL_CONTROLLER_AXIS_TRIGGERLEFT: currentControllerAxisState.LTriggerDown = (float)event.caxis.value / 32767; break;
break; case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: currentControllerAxisState.RTriggerDown = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_RIGHTX:
currentControllerAxisState.RightRight = (float)event.caxis.value / 32767;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
currentControllerAxisState.RightDown = (float)event.caxis.value / 32767;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
currentControllerAxisState.LTriggerDown = (float)event.caxis.value / 32767;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
currentControllerAxisState.RTriggerDown = (float)event.caxis.value / 32767;
break;
} }
} else if (event.caxis.value < -1) { } else if (event.caxis.value < -1) {
switch (event.caxis.axis) { switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX: case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftLeft = (float)event.caxis.value / -32768; break;
currentControllerAxisState.LeftLeft = (float)event.caxis.value / -32768; case SDL_CONTROLLER_AXIS_LEFTY: currentControllerAxisState.LeftUp = (float)event.caxis.value / -32768; break;
break; case SDL_CONTROLLER_AXIS_RIGHTX: currentControllerAxisState.RightLeft = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_LEFTY: case SDL_CONTROLLER_AXIS_RIGHTY: currentControllerAxisState.RightUp = (float)event.caxis.value / -32768; break;
currentControllerAxisState.LeftUp = (float)event.caxis.value / -32768;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
currentControllerAxisState.RightLeft = (float)event.caxis.value / -32768;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
currentControllerAxisState.RightUp = (float)event.caxis.value / -32768;
break;
} }
} else { } else {
switch (event.caxis.axis) { switch (event.caxis.axis) {
@ -391,12 +368,8 @@ UpdatePoll (HWND windowHandle) {
currentControllerAxisState.RightDown = 0; currentControllerAxisState.RightDown = 0;
currentControllerAxisState.RightUp = 0; currentControllerAxisState.RightUp = 0;
break; break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: case SDL_CONTROLLER_AXIS_TRIGGERLEFT: currentControllerAxisState.LTriggerDown = 0; break;
currentControllerAxisState.LTriggerDown = 0; case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: currentControllerAxisState.RTriggerDown = 0; break;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
currentControllerAxisState.RTriggerDown = 0;
break;
} }
} }
break; break;
@ -601,28 +574,17 @@ ControllerButtonIsReleased (SDL_GameControllerButton button) {
float float
ControllerAxisIsDown (SDLAxis axis) { ControllerAxisIsDown (SDLAxis axis) {
switch (axis) { switch (axis) {
case SDL_AXIS_LEFT_LEFT: case SDL_AXIS_LEFT_LEFT: return currentControllerAxisState.LeftLeft;
return currentControllerAxisState.LeftLeft; case SDL_AXIS_LEFT_RIGHT: return currentControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_RIGHT: case SDL_AXIS_LEFT_UP: return currentControllerAxisState.LeftUp;
return currentControllerAxisState.LeftRight; case SDL_AXIS_LEFT_DOWN: return currentControllerAxisState.LeftDown;
case SDL_AXIS_LEFT_UP: case SDL_AXIS_RIGHT_LEFT: return currentControllerAxisState.RightLeft;
return currentControllerAxisState.LeftUp; case SDL_AXIS_RIGHT_RIGHT: return currentControllerAxisState.RightRight;
case SDL_AXIS_LEFT_DOWN: case SDL_AXIS_RIGHT_UP: return currentControllerAxisState.RightUp;
return currentControllerAxisState.LeftDown; case SDL_AXIS_RIGHT_DOWN: return currentControllerAxisState.RightDown;
case SDL_AXIS_RIGHT_LEFT: case SDL_AXIS_LTRIGGER_DOWN: return currentControllerAxisState.LTriggerDown;
return currentControllerAxisState.RightLeft; case SDL_AXIS_RTRIGGER_DOWN: return currentControllerAxisState.RTriggerDown;
case SDL_AXIS_RIGHT_RIGHT: default: return false;
return currentControllerAxisState.RightRight;
case SDL_AXIS_RIGHT_UP:
return currentControllerAxisState.RightUp;
case SDL_AXIS_RIGHT_DOWN:
return currentControllerAxisState.RightDown;
case SDL_AXIS_LTRIGGER_DOWN:
return currentControllerAxisState.LTriggerDown;
case SDL_AXIS_RTRIGGER_DOWN:
return currentControllerAxisState.RTriggerDown;
default:
return false;
} }
} }
@ -634,28 +596,17 @@ ControllerAxisIsUp (SDLAxis axis) {
float float
ControllerAxisWasDown (SDLAxis axis) { ControllerAxisWasDown (SDLAxis axis) {
switch (axis) { switch (axis) {
case SDL_AXIS_LEFT_LEFT: case SDL_AXIS_LEFT_LEFT: return lastControllerAxisState.LeftLeft;
return lastControllerAxisState.LeftLeft; case SDL_AXIS_LEFT_RIGHT: return lastControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_RIGHT: case SDL_AXIS_LEFT_UP: return lastControllerAxisState.LeftUp;
return lastControllerAxisState.LeftRight; case SDL_AXIS_LEFT_DOWN: return lastControllerAxisState.LeftDown;
case SDL_AXIS_LEFT_UP: case SDL_AXIS_RIGHT_LEFT: return lastControllerAxisState.RightLeft;
return lastControllerAxisState.LeftUp; case SDL_AXIS_RIGHT_RIGHT: return lastControllerAxisState.RightRight;
case SDL_AXIS_LEFT_DOWN: case SDL_AXIS_RIGHT_UP: return lastControllerAxisState.RightUp;
return lastControllerAxisState.LeftDown; case SDL_AXIS_RIGHT_DOWN: return lastControllerAxisState.RightDown;
case SDL_AXIS_RIGHT_LEFT: case SDL_AXIS_LTRIGGER_DOWN: return lastControllerAxisState.LTriggerDown;
return lastControllerAxisState.RightLeft; case SDL_AXIS_RTRIGGER_DOWN: return lastControllerAxisState.RTriggerDown;
case SDL_AXIS_RIGHT_RIGHT: default: return false;
return lastControllerAxisState.RightRight;
case SDL_AXIS_RIGHT_UP:
return lastControllerAxisState.RightUp;
case SDL_AXIS_RIGHT_DOWN:
return lastControllerAxisState.RightDown;
case SDL_AXIS_LTRIGGER_DOWN:
return lastControllerAxisState.LTriggerDown;
case SDL_AXIS_RTRIGGER_DOWN:
return lastControllerAxisState.RTriggerDown;
default:
return false;
} }
} }