Move auto-rotation code to ControlMapper so it can be checked using the new screen

This commit is contained in:
Henrik Rydgård 2021-07-09 16:14:32 +02:00
parent 038a579f8d
commit ef51097f06
6 changed files with 74 additions and 57 deletions

View file

@ -489,7 +489,35 @@ void JoystickHistoryView::Update() {
}
}
AnalogSetupScreen::AnalogSetupScreen() {
mapper_.SetCallbacks([](int vkey) {}, [](int vkey) {}, [&](int stick, float x, float y) {
analogX_[stick] = x;
analogY_[stick] = y;
});
mapper_.SetRawCallback([&](int stick, float x, float y) {
rawX_[stick] = x;
rawY_[stick] = y;
});
}
void AnalogSetupScreen::update() {
mapper_.Update();
// We ignore the secondary stick for now and just use the two views
// for raw and psp input.
if (stickView_[0]) {
stickView_[0]->SetXY(rawX_[0], rawY_[0]);
}
if (stickView_[1]) {
stickView_[1]->SetXY(analogX_[0], analogY_[0]);
}
UIScreen::update();
}
bool AnalogSetupScreen::key(const KeyInput &key) {
// Allow testing auto-rotation
bool pauseTrigger = false;
mapper_.Key(key, &pauseTrigger);
bool retval = true;
if (UI::IsEscapeKey(key)) {
TriggerFinish(DR_BACK);
@ -537,17 +565,6 @@ bool AnalogSetupScreen::axis(const AxisInput &axis) {
return false;
}
AnalogSetupScreen::AnalogSetupScreen() {
mapper_.SetCallbacks([](int vkey) {}, [](int vkey) {}, [&](int stick, float x, float y) {
analogX_[stick] = x;
analogY_[stick] = y;
});
mapper_.SetRawCallback([&](int stick, float x, float y) {
rawX_[stick] = x;
rawY_[stick] = y;
});
}
void AnalogSetupScreen::CreateViews() {
using namespace UI;
@ -581,18 +598,6 @@ void AnalogSetupScreen::CreateViews() {
leftColumn->Add(new Button(di->T("Back"), new LayoutParams(FILL_PARENT, WRAP_CONTENT)))->OnClick.Handle<UIScreen>(this, &UIScreen::OnBack);
}
void AnalogSetupScreen::update() {
// We ignore the secondary stick for now and just use the two views
// for raw and psp input.
if (stickView_[0]) {
stickView_[0]->SetXY(rawX_[0], rawY_[0]);
}
if (stickView_[1]) {
stickView_[1]->SetXY(analogX_[0], analogY_[0]);
}
UIScreen::update();
}
bool TouchTestScreen::touch(const TouchInput &touch) {
UIDialogScreenWithBackground::touch(touch);
if (touch.flags & TOUCH_DOWN) {