diff --git a/cross-mingw-64.txt b/cross-mingw-64.txt index 879f084..b6de79f 100644 --- a/cross-mingw-64.txt +++ b/cross-mingw-64.txt @@ -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' diff --git a/meson.build b/meson.build index bf2f779..3fc4645 100644 --- a/meson.build +++ b/meson.build @@ -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', diff --git a/src/poll.cpp b/src/poll.cpp index 7ef4cdf..fd5138d 100644 --- a/src/poll.cpp +++ b/src/poll.cpp @@ -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; } }