Light cleanup to a little bit of InputCommon. Replaces much of the iterators that litter this section of the codebase.

Also clean up a little bit of the comments that describe the interface classes.
This commit is contained in:
Lioncash 2014-01-30 19:51:21 -05:00
parent b5b02de663
commit d91a5abba1
13 changed files with 301 additions and 386 deletions

View file

@ -38,9 +38,9 @@ const float INPUT_DETECT_THRESHOLD = 0.55f;
ControllerInterface g_controller_interface;
//
// Init
// Init
//
// detect devices and inputs outputs / will make refresh function later
// Detect devices and inputs outputs / will make refresh function later
//
void ControllerInterface::Initialize()
{
@ -79,31 +79,26 @@ if (GLWin.platform == EGL_PLATFORM_X11) {
}
//
// DeInit
// DeInit
//
// remove all devices/ call library cleanup functions
// Remove all devices/ call library cleanup functions
//
void ControllerInterface::Shutdown()
{
if (false == m_is_init)
if (!m_is_init)
return;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
de = m_devices.end();
for ( ;d != de; ++d )
for (Device* d : m_devices)
{
std::vector<Device::Output*>::const_iterator
o = (*d)->Outputs().begin(),
oe = (*d)->Outputs().end();
// set outputs to ZERO before destroying device
for ( ;o!=oe; ++o)
(*o)->SetState(0);
// update output
(*d)->UpdateOutput();
// Set outputs to ZERO before destroying device
for (Device::Output* o : d->Outputs())
o->SetState(0);
//delete device
delete *d;
// Update output
d->UpdateOutput();
// Delete device
delete d;
}
m_devices.clear();
@ -132,9 +127,9 @@ void ControllerInterface::Shutdown()
}
//
// SetHwnd
// SetHwnd
//
// sets the hwnd used for some crap when initializing, use before calling Init
// Sets the hwnd used for some crap when initializing, use before calling Init
//
void ControllerInterface::SetHwnd( void* const hwnd )
{
@ -142,9 +137,9 @@ void ControllerInterface::SetHwnd( void* const hwnd )
}
//
// UpdateInput
// UpdateInput
//
// update input for all devices, return true if all devices returned successful
// Update input for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateInput(const bool force)
{
@ -153,16 +148,13 @@ bool ControllerInterface::UpdateInput(const bool force)
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
return false;
size_t ok_count = 0;
std::vector<Device*>::const_iterator
d = m_devices.begin(),
e = m_devices.end();
for ( ;d != e; ++d )
for (Device* d : m_devices)
{
if ((*d)->UpdateInput())
if (d->UpdateInput())
++ok_count;
//else
// disabled. it might be causing problems
@ -173,9 +165,9 @@ bool ControllerInterface::UpdateInput(const bool force)
}
//
// UpdateOutput
// UpdateOutput
//
// update output for all devices, return true if all devices returned successful
// Update output for all devices, return true if all devices returned successful
//
bool ControllerInterface::UpdateOutput(const bool force)
{
@ -188,9 +180,9 @@ bool ControllerInterface::UpdateOutput(const bool force)
size_t ok_count = 0;
for (auto d = m_devices.cbegin(); d != m_devices.cend(); ++d)
for (Device* d : m_devices)
{
if ((*d)->UpdateOutput())
if (d->UpdateOutput())
++ok_count;
}
@ -198,9 +190,9 @@ bool ControllerInterface::UpdateOutput(const bool force)
}
//
// InputReference :: State
// InputReference :: State
//
// get the state of an input reference
// Gets the state of an input reference
// override function for ControlReference::State ...
//
ControlState ControllerInterface::InputReference::State( const ControlState ignore )
@ -212,11 +204,11 @@ ControlState ControllerInterface::InputReference::State( const ControlState igno
}
//
// OutputReference :: State
// OutputReference :: State
//
// set the state of all binded outputs
// overrides ControlReference::State .. combined them so i could make the gui simple / inputs == same as outputs one list
// i was lazy and it works so watever
// Set the state of all binded outputs
// overrides ControlReference::State .. combined them so I could make the GUI simple / inputs == same as outputs one list
// I was lazy and it works so watever
//
ControlState ControllerInterface::OutputReference::State(const ControlState state)
{
@ -226,9 +218,9 @@ ControlState ControllerInterface::OutputReference::State(const ControlState stat
}
//
// UpdateReference
// UpdateReference
//
// updates a controlreference's binded devices/controls
// Updates a controlreference's binded devices/controls
// need to call this to re-parse a control reference's expression after changing it
//
void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref
@ -242,9 +234,9 @@ void ControllerInterface::UpdateReference(ControllerInterface::ControlReference*
}
//
// InputReference :: Detect
// InputReference :: Detect
//
// wait for input on all binded devices
// Wait for input on all binded devices
// supports not detecting inputs that were held down at the time of Detect start,
// which is useful for those crazy flightsticks that have certain buttons that are always held down
// or some crazy axes or something
@ -294,7 +286,7 @@ Device::Control* ControllerInterface::InputReference::Detect(const unsigned int
}
//
// OutputReference :: Detect
// OutputReference :: Detect
//
// Totally different from the inputReference detect / I have them combined so it was simpler to make the GUI.
// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and it was easy