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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").
This commit is contained in:
Misa 2020-11-12 17:16:18 -08:00 committed by Ethan Lee
parent bc9dff8c2a
commit fb19787489
6 changed files with 32 additions and 37 deletions

View file

@ -12,6 +12,7 @@
#include "Enums.h" #include "Enums.h"
#include "FileSystemUtils.h" #include "FileSystemUtils.h"
#include "Graphics.h" #include "Graphics.h"
#include "KeyPoll.h"
#include "MakeAndPlay.h" #include "MakeAndPlay.h"
#include "Map.h" #include "Map.h"
#include "Music.h" #include "Music.h"
@ -172,9 +173,6 @@ void Game::init(void)
noflashingmode = false; noflashingmode = false;
slowdown = 30; slowdown = 30;
// 0..5
controllerSensitivity = 2;
nodeathmode = false; nodeathmode = false;
nocutscenes = false; nocutscenes = false;
@ -4704,7 +4702,7 @@ void Game::deserializesettings(tinyxml2::XMLElement* dataNode, ScreenSettings* s
if (pKey == "controllerSensitivity") if (pKey == "controllerSensitivity")
{ {
controllerSensitivity = help.Int(pText); key.sensitivity = help.Int(pText);
} }
} }
@ -4942,7 +4940,7 @@ void Game::serializesettings(tinyxml2::XMLElement* dataNode)
dataNode->LinkEndChild(msg); dataNode->LinkEndChild(msg);
} }
xml::update_tag(dataNode, "controllerSensitivity", controllerSensitivity); xml::update_tag(dataNode, "controllerSensitivity", key.sensitivity);
} }
void Game::loadsettings(ScreenSettings* screen_settings) void Game::loadsettings(ScreenSettings* screen_settings)

View file

@ -366,8 +366,6 @@ public:
bool savemystats; bool savemystats;
int controllerSensitivity;
bool quickrestartkludge; bool quickrestartkludge;
//Custom stuff //Custom stuff

View file

@ -1238,11 +1238,11 @@ void menuactionpress()
switch (game.currentmenuoption) switch (game.currentmenuoption)
{ {
case 0: case 0:
game.controllerSensitivity++; key.sensitivity++;
music.playef(11); music.playef(11);
if(game.controllerSensitivity > 4) if(key.sensitivity > 4)
{ {
game.controllerSensitivity = 0; key.sensitivity = 0;
} }
break; break;
@ -1595,9 +1595,6 @@ void titleinput()
//game.mx = (mouseX / 4); //game.mx = (mouseX / 4);
//game.my = (mouseY / 4); //game.my = (mouseY / 4);
//TODO bit wasteful doing this every poll
key.setSensitivity(game.controllerSensitivity);
game.press_left = false; game.press_left = false;
game.press_right = false; game.press_right = false;
game.press_action = false; game.press_action = false;

View file

@ -9,34 +9,32 @@
#include "Graphics.h" #include "Graphics.h"
#include "Music.h" #include "Music.h"
void KeyPoll::setSensitivity(int _value) int inline KeyPoll::getThreshold()
{ {
switch (_value) switch (sensitivity)
{ {
case 0: case 0:
sensitivity = 28000; return 28000;
break;
case 1: case 1:
sensitivity = 16000; return 16000;
break;
case 2: case 2:
sensitivity = 8000; return 8000;
break;
case 3: case 3:
sensitivity = 4000; return 4000;
break;
case 4: case 4:
sensitivity = 2000; return 2000;
break;
} }
return 8000;
} }
KeyPoll::KeyPoll() KeyPoll::KeyPoll()
{ {
xVel = 0; xVel = 0;
yVel = 0; yVel = 0;
setSensitivity(2); // 0..5
sensitivity = 2;
quitProgram = 0; quitProgram = 0;
keybuffer=""; keybuffer="";
@ -199,11 +197,13 @@ void KeyPoll::Poll()
buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = false; buttonmap[(SDL_GameControllerButton) evt.cbutton.button] = false;
break; break;
case SDL_CONTROLLERAXISMOTION: case SDL_CONTROLLERAXISMOTION:
{
const int threshold = getThreshold();
switch (evt.caxis.axis) switch (evt.caxis.axis)
{ {
case SDL_CONTROLLER_AXIS_LEFTX: case SDL_CONTROLLER_AXIS_LEFTX:
if ( evt.caxis.value > -sensitivity && if ( evt.caxis.value > -threshold &&
evt.caxis.value < sensitivity ) evt.caxis.value < threshold )
{ {
xVel = 0; xVel = 0;
} }
@ -213,8 +213,8 @@ void KeyPoll::Poll()
} }
break; break;
case SDL_CONTROLLER_AXIS_LEFTY: case SDL_CONTROLLER_AXIS_LEFTY:
if ( evt.caxis.value > -sensitivity && if ( evt.caxis.value > -threshold &&
evt.caxis.value < sensitivity ) evt.caxis.value < threshold )
{ {
yVel = 0; yVel = 0;
} }
@ -225,6 +225,7 @@ void KeyPoll::Poll()
break; break;
} }
break; break;
}
case SDL_CONTROLLERDEVICEADDED: case SDL_CONTROLLERDEVICEADDED:
{ {
SDL_GameController *toOpen = SDL_GameControllerOpen(evt.cdevice.which); SDL_GameController *toOpen = SDL_GameControllerOpen(evt.cdevice.which);

View file

@ -42,7 +42,7 @@ public:
int sensitivity; int sensitivity;
void setSensitivity(int _value); int inline getThreshold();
KeyPoll(); KeyPoll();

View file

@ -3,6 +3,7 @@
#include "Entity.h" #include "Entity.h"
#include "FileSystemUtils.h" #include "FileSystemUtils.h"
#include "Graphics.h" #include "Graphics.h"
#include "KeyPoll.h"
#include "MakeAndPlay.h" #include "MakeAndPlay.h"
#include "Map.h" #include "Map.h"
#include "Maths.h" #include "Maths.h"
@ -410,7 +411,7 @@ void menurender()
switch (game.currentmenuoption) switch (game.currentmenuoption)
{ {
case 0: case 0:
switch(game.controllerSensitivity) switch(key.sensitivity)
{ {
case 0: case 0:
graphics.Print( -1, 85, " Low Medium High", tr, tg, tb, true); graphics.Print( -1, 85, " Low Medium High", tr, tg, tb, true);