coding standard fixes

This commit is contained in:
Sam Gondelman 2015-06-16 11:30:28 -07:00
parent 1ecc954656
commit 814e22364a
2 changed files with 30 additions and 30 deletions

View file

@ -61,20 +61,20 @@ void Joystick::handleAxisEvent(const SDL_ControllerAxisEvent& event) {
switch (axis) {
case SDL_CONTROLLER_AXIS_LEFTX:
_axisStateMap[makeInput(LEFT_AXIS_X_POS).getChannel()] = (event.value > 0) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_X_NEG).getChannel()] = (event.value < 0) ? -event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_X_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_X_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_LEFTY:
_axisStateMap[makeInput(LEFT_AXIS_Y_POS).getChannel()] = (event.value > 0) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_Y_NEG).getChannel()] = (event.value < 0) ? -event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_Y_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(LEFT_AXIS_Y_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_RIGHTX:
_axisStateMap[makeInput(RIGHT_AXIS_X_POS).getChannel()] = (event.value > 0) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_X_NEG).getChannel()] = (event.value < 0) ? -event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_X_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_X_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_RIGHTY:
_axisStateMap[makeInput(RIGHT_AXIS_Y_POS).getChannel()] = (event.value > 0) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_Y_NEG).getChannel()] = (event.value < 0) ? -event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_Y_POS).getChannel()] = (event.value > 0.0f) ? event.value / MAX_AXIS : 0.0f;
_axisStateMap[makeInput(RIGHT_AXIS_Y_NEG).getChannel()] = (event.value < 0.0f) ? -event.value / MAX_AXIS : 0.0f;
break;
case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
_axisStateMap[makeInput(RIGHT_SHOULDER).getChannel()] = event.value / MAX_AXIS;
@ -184,32 +184,32 @@ void Joystick::assignDefaultInputMapping(UserInputMapper& mapper) {
// Hold front right shoulder button for precision controls
// Left Joystick: Movement, strafing
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(LEFT_AXIS_Y_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(LEFT_AXIS_Y_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(LEFT_AXIS_X_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(LEFT_AXIS_X_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(LEFT_AXIS_Y_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(LEFT_AXIS_Y_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(LEFT_AXIS_X_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(LEFT_AXIS_X_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_MOVE_SPEED/2.0f);
// Right Joystick: Camera orientation
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(RIGHT_AXIS_X_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(RIGHT_AXIS_X_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.);
mapper.addInputChannel(UserInputMapper::PITCH_UP, makeInput(RIGHT_AXIS_Y_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_PITCH_SPEED/2.);
mapper.addInputChannel(UserInputMapper::PITCH_DOWN, makeInput(RIGHT_AXIS_Y_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_PITCH_SPEED/2.);
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(RIGHT_AXIS_X_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(RIGHT_AXIS_X_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::PITCH_UP, makeInput(RIGHT_AXIS_Y_NEG), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_PITCH_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::PITCH_DOWN, makeInput(RIGHT_AXIS_Y_POS), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_PITCH_SPEED/2.0f);
// Dpad movement
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_UP), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_DOWN), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_RIGHT), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_LEFT), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_FORWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_UP), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LONGITUDINAL_BACKWARD, makeInput(SDL_CONTROLLER_BUTTON_DPAD_DOWN), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_RIGHT), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::LATERAL_LEFT, makeInput(SDL_CONTROLLER_BUTTON_DPAD_LEFT), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
// Button controls
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(SDL_CONTROLLER_BUTTON_Y), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(SDL_CONTROLLER_BUTTON_A), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(SDL_CONTROLLER_BUTTON_X), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.);
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_B), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.);
mapper.addInputChannel(UserInputMapper::VERTICAL_UP, makeInput(SDL_CONTROLLER_BUTTON_Y), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::VERTICAL_DOWN, makeInput(SDL_CONTROLLER_BUTTON_A), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), DPAD_MOVE_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::YAW_LEFT, makeInput(SDL_CONTROLLER_BUTTON_X), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::YAW_RIGHT, makeInput(SDL_CONTROLLER_BUTTON_B), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), JOYSTICK_YAW_SPEED/2.0f);
// Zoom
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(RIGHT_SHOULDER), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), BOOM_SPEED/2.);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(LEFT_SHOULDER), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), BOOM_SPEED/2.);
mapper.addInputChannel(UserInputMapper::BOOM_IN, makeInput(RIGHT_SHOULDER), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), BOOM_SPEED/2.0f);
mapper.addInputChannel(UserInputMapper::BOOM_OUT, makeInput(LEFT_SHOULDER), makeInput(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER), BOOM_SPEED/2.0f);
#endif
}

View file

@ -619,10 +619,10 @@ void SixenseManager::focusOutEvent() {
};
void SixenseManager::handleAxisEvent(float stickX, float stickY, float trigger, int index) {
_axisStateMap[makeInput(AXIS_Y_POS, index).getChannel()] = (stickY > 0) ? stickY : 0.0f;
_axisStateMap[makeInput(AXIS_Y_NEG, index).getChannel()] = (stickY < 0) ? -stickY : 0.0f;
_axisStateMap[makeInput(AXIS_X_POS, index).getChannel()] = (stickX > 0) ? stickX : 0.0f;
_axisStateMap[makeInput(AXIS_X_NEG, index).getChannel()] = (stickX < 0) ? -stickX : 0.0f;
_axisStateMap[makeInput(AXIS_Y_POS, index).getChannel()] = (stickY > 0.0f) ? stickY : 0.0f;
_axisStateMap[makeInput(AXIS_Y_NEG, index).getChannel()] = (stickY < 0.0f) ? -stickY : 0.0f;
_axisStateMap[makeInput(AXIS_X_POS, index).getChannel()] = (stickX > 0.0f) ? stickX : 0.0f;
_axisStateMap[makeInput(AXIS_X_NEG, index).getChannel()] = (stickX < 0.0f) ? -stickX : 0.0f;
_axisStateMap[makeInput(BACK_TRIGGER, index).getChannel()] = trigger;
}