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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Remove duplicate game.controllerSensitivity proxy
It wasn't a direct duplicate of key.sensitivity, but it was still basically the same thing. Although to be fair, at least the case-switch conversion didn't get duplicated everywhere unlike game.slowdown. So now key.sensitivity functions the same as game.controllerSensitivity, and it only gets converted to its actual value whenever a joystick input happens in key.Poll(), unlike previously where it got converted every single frame on the title screen (there was even a comment that said "TODO bit wasteful doing this every poll").
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6 changed files with 32 additions and 37 deletions
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@ -12,6 +12,7 @@
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#include "Enums.h"
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#include "FileSystemUtils.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "MakeAndPlay.h"
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#include "Map.h"
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#include "Music.h"
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@ -172,9 +173,6 @@ void Game::init(void)
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noflashingmode = false;
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slowdown = 30;
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// 0..5
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controllerSensitivity = 2;
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nodeathmode = false;
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nocutscenes = false;
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@ -4704,7 +4702,7 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, ScreenSettings* s
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if (pKey == "controllerSensitivity")
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{
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controllerSensitivity = help.Int(pText);
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key.sensitivity = help.Int(pText);
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}
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}
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@ -4942,7 +4940,7 @@ void Game::serializesettings(tinyxml2::XMLElement* dataNode)
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dataNode->LinkEndChild(msg);
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}
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xml::update_tag(dataNode, "controllerSensitivity", controllerSensitivity);
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xml::update_tag(dataNode, "controllerSensitivity", key.sensitivity);
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}
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void Game::loadsettings(ScreenSettings* screen_settings)
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@ -366,8 +366,6 @@ public:
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bool savemystats;
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int controllerSensitivity;
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bool quickrestartkludge;
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//Custom stuff
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@ -1238,11 +1238,11 @@ void menuactionpress()
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switch (game.currentmenuoption)
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{
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case 0:
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game.controllerSensitivity++;
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key.sensitivity++;
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music.playef(11);
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if(game.controllerSensitivity > 4)
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if(key.sensitivity > 4)
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{
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game.controllerSensitivity = 0;
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key.sensitivity = 0;
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}
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break;
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@ -1595,9 +1595,6 @@ void titleinput()
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//game.mx = (mouseX / 4);
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//game.my = (mouseY / 4);
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//TODO bit wasteful doing this every poll
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key.setSensitivity(game.controllerSensitivity);
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game.press_left = false;
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game.press_right = false;
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game.press_action = false;
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@ -9,34 +9,32 @@
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#include "Graphics.h"
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#include "Music.h"
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void KeyPoll::setSensitivity(int _value)
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int inline KeyPoll::getThreshold()
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{
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switch (_value)
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switch (sensitivity)
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{
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case 0:
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sensitivity = 28000;
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break;
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case 1:
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sensitivity = 16000;
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break;
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case 2:
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sensitivity = 8000;
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break;
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case 3:
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sensitivity = 4000;
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break;
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case 4:
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sensitivity = 2000;
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break;
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case 0:
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return 28000;
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case 1:
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return 16000;
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case 2:
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return 8000;
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case 3:
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return 4000;
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case 4:
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return 2000;
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}
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return 8000;
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}
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KeyPoll::KeyPoll()
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{
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xVel = 0;
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yVel = 0;
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setSensitivity(2);
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// 0..5
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sensitivity = 2;
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quitProgram = 0;
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keybuffer="";
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@ -199,11 +197,13 @@ void KeyPoll::Poll()
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buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = false;
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break;
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case SDL_CONTROLLERAXISMOTION:
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{
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const int threshold = getThreshold();
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switch (evt.caxis.axis)
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{
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case SDL_CONTROLLER_AXIS_LEFTX:
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if ( evt.caxis.value > -sensitivity &&
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evt.caxis.value < sensitivity )
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if ( evt.caxis.value > -threshold &&
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evt.caxis.value < threshold )
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{
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xVel = 0;
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}
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@ -213,8 +213,8 @@ void KeyPoll::Poll()
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}
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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if ( evt.caxis.value > -sensitivity &&
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evt.caxis.value < sensitivity )
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if ( evt.caxis.value > -threshold &&
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evt.caxis.value < threshold )
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{
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yVel = 0;
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}
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@ -225,6 +225,7 @@ void KeyPoll::Poll()
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break;
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}
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break;
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}
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case SDL_CONTROLLERDEVICEADDED:
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{
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SDL_GameController *toOpen = SDL_GameControllerOpen(evt.cdevice.which);
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@ -42,7 +42,7 @@ public:
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int sensitivity;
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void setSensitivity(int _value);
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int inline getThreshold();
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KeyPoll();
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@ -3,6 +3,7 @@
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#include "Entity.h"
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#include "FileSystemUtils.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "MakeAndPlay.h"
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#include "Map.h"
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#include "Maths.h"
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@ -410,7 +411,7 @@ void menurender()
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switch (game.currentmenuoption)
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{
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case 0:
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switch(game.controllerSensitivity)
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switch(key.sensitivity)
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{
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case 0:
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graphics.Print( -1, 85, " Low Medium High", tr, tg, tb, true);
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