sdl_impl: Reduce allocations in GetButtonMappingForDevice()
These maps can be constexpr arrays of std::pair.
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1 changed files with 37 additions and 31 deletions
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@ -3,6 +3,7 @@
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// Refer to the license.txt file included.
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <algorithm>
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#include <array>
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#include <atomic>
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#include <atomic>
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#include <cmath>
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#include <cmath>
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#include <functional>
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#include <functional>
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@ -670,11 +671,21 @@ Common::ParamPackage BuildParamPackageForAnalog(int port, const std::string& gui
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} // Anonymous namespace
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} // Anonymous namespace
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ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& params) {
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ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& params) {
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if (!params.Has("guid") || !params.Has("port")) {
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return {};
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}
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const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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}
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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// This list also excludes Screenshot since theres not really a mapping for that
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std::unordered_map<Settings::NativeButton::Values, SDL_GameControllerButton>
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using ButtonBindings =
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switch_to_sdl_button = {
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
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static constexpr ButtonBindings switch_to_sdl_button{{
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{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
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@ -692,30 +703,25 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
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{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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};
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}};
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if (!params.Has("guid") || !params.Has("port")) {
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return {};
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// Add the missing bindings for ZL/ZR
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}
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using ZBindings =
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const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
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auto* controller = joystick->GetSDLGameController();
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static constexpr ZBindings switch_to_sdl_axis{{
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if (controller == nullptr) {
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{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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return {};
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{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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}
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}};
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ButtonMapping mapping;
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mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
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ButtonMapping mapping{};
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for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
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for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
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const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
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const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
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mapping.insert_or_assign(
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mapping.insert_or_assign(
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switch_button,
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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}
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}
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// Add the missing bindings for ZL/ZR
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std::unordered_map<Settings::NativeButton::Values, SDL_GameControllerAxis> switch_to_sdl_axis =
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{
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{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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};
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for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
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for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
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const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
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const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
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mapping.insert_or_assign(
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mapping.insert_or_assign(
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