Updated structure and field names for consistency

Type names are camel case and field names are snake case except for fields ending in id, which are capitalized.

Fixes https://github.com/libsdl-org/SDL/issues/6955
This commit is contained in:
Sam Lantinga
2024-02-11 08:03:26 -08:00
parent 6f87973b9c
commit cacac6cc34
74 changed files with 499 additions and 366 deletions

View File

@@ -160,11 +160,11 @@ static int SDL_SendGamepadButton(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_Gam
static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
{
if (a->outputType != b->outputType) {
if (a->output_type != b->output_type) {
return SDL_FALSE;
}
if (a->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (a->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
return a->output.axis.axis == b->output.axis.axis;
} else {
return a->output.button == b->output.button;
@@ -173,7 +173,7 @@ static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind)
{
if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (bind->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0);
} else {
SDL_SendGamepadButton(timestamp, gamepad, bind->output.button, SDL_RELEASED);
@@ -191,7 +191,7 @@ static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis,
last_match = gamepad->last_match_axis[axis];
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS &&
axis == binding->input.axis.axis) {
if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
if (value >= binding->input.axis.axis_min &&
@@ -215,7 +215,7 @@ static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis,
}
if (match) {
if (match->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (match->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
@@ -243,9 +243,9 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON &&
if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON &&
button == binding->input.button) {
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
SDL_SendGamepadAxis(timestamp, gamepad, binding->output.axis.axis, (Sint16)value);
} else {
@@ -267,10 +267,10 @@ static void HandleJoystickHat(Uint64 timestamp, SDL_Gamepad *gamepad, int hat, U
changed_mask = (last_mask ^ value);
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) {
if (binding->input_type == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) {
if ((changed_mask & binding->input.hat.hat_mask) != 0) {
if (value & binding->input.hat.hat_mask) {
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
SDL_SendGamepadAxis(timestamp, gamepad, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
} else {
SDL_SendGamepadButton(timestamp, gamepad, binding->output.button, SDL_PRESSED);
@@ -1173,7 +1173,7 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
axis = SDL_GetGamepadAxisFromString(szGameButton);
button = SDL_PrivateGetGamepadButtonFromString(szGameButton, baxy_mapping);
if (axis != SDL_GAMEPAD_AXIS_INVALID) {
bind.outputType = SDL_GAMEPAD_BINDTYPE_AXIS;
bind.output_type = SDL_GAMEPAD_BINDTYPE_AXIS;
bind.output.axis.axis = axis;
if (axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
bind.output.axis.axis_min = 0;
@@ -1191,7 +1191,7 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
}
}
} else if (button != SDL_GAMEPAD_BUTTON_INVALID) {
bind.outputType = SDL_GAMEPAD_BINDTYPE_BUTTON;
bind.output_type = SDL_GAMEPAD_BINDTYPE_BUTTON;
bind.output.button = button;
} else {
return SDL_FALSE;
@@ -1205,7 +1205,7 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
}
if (szJoystickButton[0] == 'a' && SDL_isdigit((unsigned char)szJoystickButton[1])) {
bind.inputType = SDL_GAMEPAD_BINDTYPE_AXIS;
bind.input_type = SDL_GAMEPAD_BINDTYPE_AXIS;
bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
if (half_axis_input == '+') {
bind.input.axis.axis_min = 0;
@@ -1223,13 +1223,13 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
bind.input.axis.axis_max = tmp;
}
} else if (szJoystickButton[0] == 'b' && SDL_isdigit((unsigned char)szJoystickButton[1])) {
bind.inputType = SDL_GAMEPAD_BINDTYPE_BUTTON;
bind.input_type = SDL_GAMEPAD_BINDTYPE_BUTTON;
bind.input.button = SDL_atoi(&szJoystickButton[1]);
} else if (szJoystickButton[0] == 'h' && SDL_isdigit((unsigned char)szJoystickButton[1]) &&
szJoystickButton[2] == '.' && SDL_isdigit((unsigned char)szJoystickButton[3])) {
int hat = SDL_atoi(&szJoystickButton[1]);
int mask = SDL_atoi(&szJoystickButton[3]);
bind.inputType = SDL_GAMEPAD_BINDTYPE_HAT;
bind.input_type = SDL_GAMEPAD_BINDTYPE_HAT;
bind.input.hat.hat = hat;
bind.input.hat.hat_mask = mask;
} else {
@@ -1419,8 +1419,8 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
/* Set the zero point for triggers */
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS &&
binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS &&
(binding->output.axis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
binding->output.axis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER)) {
if (binding->input.axis.axis < gamepad->joystick->naxes) {
@@ -2671,7 +2671,7 @@ SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
retval = SDL_TRUE;
break;
}
@@ -2697,12 +2697,12 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
int value = 0;
SDL_bool valid_input_range;
SDL_bool valid_output_range;
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
value = SDL_GetJoystickAxis(gamepad->joystick, binding->input.axis.axis);
if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
@@ -2717,12 +2717,12 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
} else {
value = 0;
}
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON) {
value = SDL_GetJoystickButton(gamepad->joystick, binding->input.button);
if (value == SDL_PRESSED) {
value = binding->output.axis.axis_max;
}
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_HAT) {
int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat);
if (hat_mask & binding->input.hat.hat_mask) {
value = binding->output.axis.axis_max;
@@ -2762,7 +2762,7 @@ SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
retval = SDL_TRUE;
break;
}
@@ -2788,8 +2788,8 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
SDL_bool valid_input_range;
int value = SDL_GetJoystickAxis(gamepad->joystick, binding->input.axis.axis);
@@ -2807,10 +2807,10 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
break;
}
}
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON) {
retval = SDL_GetJoystickButton(gamepad->joystick, binding->input.button);
break;
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_HAT) {
int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat);
retval = (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
break;