Fix indentation

This commit is contained in:
Hyper 2025-03-20 22:20:54 +00:00
parent 95d491762f
commit a404f16333

View file

@ -45,15 +45,15 @@ public:
{ {
switch (GetControllerType()) switch (GetControllerType())
{ {
case SDL_CONTROLLER_TYPE_PS3: case SDL_CONTROLLER_TYPE_PS3:
case SDL_CONTROLLER_TYPE_PS4: case SDL_CONTROLLER_TYPE_PS4:
case SDL_CONTROLLER_TYPE_PS5: case SDL_CONTROLLER_TYPE_PS5:
return hid::EInputDevice::PlayStation; return hid::EInputDevice::PlayStation;
case SDL_CONTROLLER_TYPE_XBOX360: case SDL_CONTROLLER_TYPE_XBOX360:
case SDL_CONTROLLER_TYPE_XBOXONE: case SDL_CONTROLLER_TYPE_XBOXONE:
return hid::EInputDevice::Xbox; return hid::EInputDevice::Xbox;
default: default:
return hid::EInputDevice::Unknown; return hid::EInputDevice::Unknown;
} }
} }
@ -222,99 +222,99 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
{ {
switch (event->type) switch (event->type)
{ {
case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEADDED:
{
const auto freeIndex = FindFreeController();
if (freeIndex != -1)
{ {
auto controller = Controller(event->cdevice.which); const auto freeIndex = FindFreeController();
g_controllers[freeIndex] = controller; if (freeIndex != -1)
{
auto controller = Controller(event->cdevice.which);
SetControllerTimeOfDayLED(controller, App::s_isWerehog); g_controllers[freeIndex] = controller;
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
}
break;
} }
break; case SDL_CONTROLLERDEVICEREMOVED:
}
case SDL_CONTROLLERDEVICEREMOVED:
{
auto* controller = FindController(event->cdevice.which);
if (controller)
controller->Close();
break;
}
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERAXISMOTION:
case SDL_CONTROLLERTOUCHPADDOWN:
{
auto* controller = FindController(event->cdevice.which);
if (!controller)
break;
if (event->type == SDL_CONTROLLERAXISMOTION)
{ {
if (abs(event->caxis.value) > 8000) auto* controller = FindController(event->cdevice.which);
if (controller)
controller->Close();
break;
}
case SDL_CONTROLLERBUTTONDOWN:
case SDL_CONTROLLERBUTTONUP:
case SDL_CONTROLLERAXISMOTION:
case SDL_CONTROLLERTOUCHPADDOWN:
{
auto* controller = FindController(event->cdevice.which);
if (!controller)
break;
if (event->type == SDL_CONTROLLERAXISMOTION)
{
if (abs(event->caxis.value) > 8000)
{
SDL_ShowCursor(SDL_DISABLE);
SetControllerInputDevice(controller);
}
controller->PollAxis();
}
else
{ {
SDL_ShowCursor(SDL_DISABLE); SDL_ShowCursor(SDL_DISABLE);
SetControllerInputDevice(controller); SetControllerInputDevice(controller);
controller->Poll();
} }
controller->PollAxis(); break;
}
else
{
SDL_ShowCursor(SDL_DISABLE);
SetControllerInputDevice(controller);
controller->Poll();
} }
break; case SDL_KEYDOWN:
} case SDL_KEYUP:
hid::g_inputDevice = hid::EInputDevice::Keyboard;
break;
case SDL_KEYDOWN: case SDL_MOUSEMOTION:
case SDL_KEYUP: case SDL_MOUSEBUTTONDOWN:
hid::g_inputDevice = hid::EInputDevice::Keyboard; case SDL_MOUSEBUTTONUP:
break; {
if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible)
case SDL_MOUSEMOTION: SDL_ShowCursor(SDL_ENABLE);
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP: hid::g_inputDevice = hid::EInputDevice::Mouse;
{
if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible) break;
SDL_ShowCursor(SDL_ENABLE); }
hid::g_inputDevice = hid::EInputDevice::Mouse; case SDL_WINDOWEVENT:
{
break; if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
} {
// Stop vibrating controllers on focus lost.
case SDL_WINDOWEVENT: for (auto& controller : g_controllers)
{ controller.SetVibration({ 0, 0 });
if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST) }
break;
}
case SDL_USER_EVILSONIC:
{ {
// Stop vibrating controllers on focus lost.
for (auto& controller : g_controllers) for (auto& controller : g_controllers)
controller.SetVibration({ 0, 0 }); SetControllerTimeOfDayLED(controller, event->user.code);
break;
} }
break;
}
case SDL_USER_EVILSONIC:
{
for (auto& controller : g_controllers)
SetControllerTimeOfDayLED(controller, event->user.code);
break;
}
} }
return 0; return 0;
@ -339,7 +339,6 @@ void hid::Init()
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER); SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
} }
uint32_t hid::GetState(uint32_t dwUserIndex, XAMINPUT_STATE* pState) uint32_t hid::GetState(uint32_t dwUserIndex, XAMINPUT_STATE* pState)
{ {
static uint32_t packet; static uint32_t packet;