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mirror of synced 2025-01-31 11:53:49 +01:00

Clean up code

This commit is contained in:
BroGamer 2024-01-19 14:36:11 +13:00
parent e1582d6674
commit faa3b3e3cc
3 changed files with 39 additions and 89 deletions

View File

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

View File

@ -1,17 +1,17 @@
project('TaikoArcadeLoader', 'c', 'cpp', 'nasm', version: '1.0.0')
project('TaikoArcadeLoader', 'c', 'cpp', version: '1.0.0')
warning_level = 3
debug = true
optimization = 3
b_lto = true
b_pgo = 'use'
cpp_std = 'c++20'
cpp_std = 'c++23'
cpp = meson.get_compiler('cpp')
add_project_arguments(
cpp.get_supported_arguments(
'-D_WIN32_WINNT=_WIN32_WINNT_WIN10',
'-std=c++20',
'-std=c++23',
'-Werror',
),
language: 'cpp',

View File

@ -178,8 +178,7 @@ SetConfigValue (toml_table_t *table, const char *key, Keybindings *keybind) {
}
}
break;
default:
break;
default: break;
}
}
}
@ -271,45 +270,23 @@ UpdatePoll (HWND windowHandle) {
else if (event.wheel.y < 0) currentMouseState.ScrolledDown = true;
break;
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERBUTTONDOWN:
currentControllerButtonsState[event.cbutton.button] = event.cbutton.state;
break;
case SDL_CONTROLLERBUTTONDOWN: currentControllerButtonsState[event.cbutton.button] = event.cbutton.state; break;
case SDL_CONTROLLERAXISMOTION:
if (event.caxis.value > 1) {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
currentControllerAxisState.LeftRight = (float)event.caxis.value / 32767;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
currentControllerAxisState.LeftDown = (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;
case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftRight = (float)event.caxis.value / 32767; break;
case SDL_CONTROLLER_AXIS_LEFTY: currentControllerAxisState.LeftDown = (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) {
switch (event.caxis.axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
currentControllerAxisState.LeftLeft = (float)event.caxis.value / -32768;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
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;
case SDL_CONTROLLER_AXIS_LEFTX: currentControllerAxisState.LeftLeft = (float)event.caxis.value / -32768; break;
case SDL_CONTROLLER_AXIS_LEFTY: 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 {
switch (event.caxis.axis) {
@ -329,12 +306,8 @@ UpdatePoll (HWND windowHandle) {
currentControllerAxisState.RightDown = 0;
currentControllerAxisState.RightUp = 0;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
currentControllerAxisState.LTriggerDown = 0;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
currentControllerAxisState.RTriggerDown = 0;
break;
case SDL_CONTROLLER_AXIS_TRIGGERLEFT: currentControllerAxisState.LTriggerDown = 0; break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: currentControllerAxisState.RTriggerDown = 0; break;
}
}
break;
@ -539,28 +512,17 @@ ControllerButtonIsReleased (SDL_GameControllerButton button) {
float
ControllerAxisIsDown (SDLAxis axis) {
switch (axis) {
case SDL_AXIS_LEFT_LEFT:
return currentControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT:
return currentControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP:
return currentControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN:
return currentControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT:
return currentControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT:
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;
case SDL_AXIS_LEFT_LEFT: return currentControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT: return currentControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP: return currentControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN: return currentControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT: return currentControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT: 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;
}
}
@ -572,28 +534,17 @@ ControllerAxisIsUp (SDLAxis axis) {
float
ControllerAxisWasDown (SDLAxis axis) {
switch (axis) {
case SDL_AXIS_LEFT_LEFT:
return lastControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT:
return lastControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP:
return lastControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN:
return lastControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT:
return lastControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT:
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;
case SDL_AXIS_LEFT_LEFT: return lastControllerAxisState.LeftLeft;
case SDL_AXIS_LEFT_RIGHT: return lastControllerAxisState.LeftRight;
case SDL_AXIS_LEFT_UP: return lastControllerAxisState.LeftUp;
case SDL_AXIS_LEFT_DOWN: return lastControllerAxisState.LeftDown;
case SDL_AXIS_RIGHT_LEFT: return lastControllerAxisState.RightLeft;
case SDL_AXIS_RIGHT_RIGHT: 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;
}
}