config: Support motion inputs
Motion inputs were not being read in by the config when yuzu-cmd boots up. This adds support for those. While we're at it, make a reference to the current player controls to improve readability. Also updates the if statements in the Analog and Button loops with curly braces to keep the style consistent.
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1 changed files with 28 additions and 8 deletions
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@ -66,6 +66,11 @@ static const std::array<int, Settings::NativeButton::NumButtons> default_buttons
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SDL_SCANCODE_M, SDL_SCANCODE_N, SDL_SCANCODE_1, SDL_SCANCODE_2, SDL_SCANCODE_B,
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};
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static const std::array<int, Settings::NativeMotion::NumMotions> default_motions = {
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SDL_SCANCODE_7,
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SDL_SCANCODE_8,
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};
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static const std::array<std::array<int, 5>, Settings::NativeAnalog::NumAnalogs> default_analogs{{
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{
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SDL_SCANCODE_UP,
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@ -102,27 +107,42 @@ void Config::ReadSetting(const std::string& group, Settings::BasicSetting<Type>&
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void Config::ReadValues() {
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// Controls
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for (std::size_t p = 0; p < Settings::values.players.GetValue().size(); ++p) {
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auto& player = Settings::values.players.GetValue()[p];
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const auto group = fmt::format("ControlsP{}", p);
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for (int i = 0; i < Settings::NativeButton::NumButtons; ++i) {
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std::string default_param = InputCommon::GenerateKeyboardParam(default_buttons[i]);
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Settings::values.players.GetValue()[p].buttons[i] =
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player.buttons[i] =
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sdl2_config->Get(group, Settings::NativeButton::mapping[i], default_param);
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if (Settings::values.players.GetValue()[p].buttons[i].empty())
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Settings::values.players.GetValue()[p].buttons[i] = default_param;
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if (player.buttons[i].empty()) {
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player.buttons[i] = default_param;
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}
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}
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for (int i = 0; i < Settings::NativeAnalog::NumAnalogs; ++i) {
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std::string default_param = InputCommon::GenerateAnalogParamFromKeys(
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default_analogs[i][0], default_analogs[i][1], default_analogs[i][2],
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default_analogs[i][3], default_analogs[i][4], 0.5f);
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Settings::values.players.GetValue()[p].analogs[i] =
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player.analogs[i] =
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sdl2_config->Get(group, Settings::NativeAnalog::mapping[i], default_param);
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if (Settings::values.players.GetValue()[p].analogs[i].empty())
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Settings::values.players.GetValue()[p].analogs[i] = default_param;
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if (player.analogs[i].empty()) {
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player.analogs[i] = default_param;
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}
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}
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Settings::values.players.GetValue()[p].connected =
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sdl2_config->GetBoolean(group, "connected", false);
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for (int i = 0; i < Settings::NativeMotion::NumMotions; ++i) {
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const std::string default_param =
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InputCommon::GenerateKeyboardParam(default_motions[i]);
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auto& player_motions = player.motions[i];
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player_motions =
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sdl2_config->Get(group, Settings::NativeMotion::mapping[i], default_param);
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if (player_motions.empty()) {
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player_motions = default_param;
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}
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}
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player.connected = sdl2_config->GetBoolean(group, "connected", false);
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}
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ReadSetting("ControlsGeneral", Settings::values.mouse_enabled);
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