sdl_impl: Reduce allocations in GetButtonMappingForDevice()
These maps can be constexpr arrays of std::pair.
This commit is contained in:
parent
f2a680ca89
commit
69fa6b4906
|
@ -3,6 +3,7 @@
|
||||||
// Refer to the license.txt file included.
|
// Refer to the license.txt file included.
|
||||||
|
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
|
#include <array>
|
||||||
#include <atomic>
|
#include <atomic>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
#include <functional>
|
#include <functional>
|
||||||
|
@ -670,29 +671,6 @@ Common::ParamPackage BuildParamPackageForAnalog(int port, const std::string& gui
|
||||||
} // Anonymous namespace
|
} // Anonymous namespace
|
||||||
|
|
||||||
ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& params) {
|
ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& params) {
|
||||||
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
|
|
||||||
// We will add those afterwards
|
|
||||||
// This list also excludes Screenshot since theres not really a mapping for that
|
|
||||||
std::unordered_map<Settings::NativeButton::Values, SDL_GameControllerButton>
|
|
||||||
switch_to_sdl_button = {
|
|
||||||
{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
|
|
||||||
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
|
|
||||||
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
|
|
||||||
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
|
|
||||||
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
|
|
||||||
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
|
|
||||||
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
|
|
||||||
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
|
|
||||||
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
|
|
||||||
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
|
|
||||||
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
|
|
||||||
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
|
|
||||||
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
|
|
||||||
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
|
|
||||||
{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
|
|
||||||
{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
|
|
||||||
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
|
|
||||||
};
|
|
||||||
if (!params.Has("guid") || !params.Has("port")) {
|
if (!params.Has("guid") || !params.Has("port")) {
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
@ -702,20 +680,48 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
ButtonMapping mapping{};
|
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
|
||||||
|
// We will add those afterwards
|
||||||
|
// This list also excludes Screenshot since theres not really a mapping for that
|
||||||
|
using ButtonBindings =
|
||||||
|
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
|
||||||
|
static constexpr ButtonBindings switch_to_sdl_button{{
|
||||||
|
{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
|
||||||
|
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
|
||||||
|
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
|
||||||
|
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
|
||||||
|
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
|
||||||
|
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
|
||||||
|
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
|
||||||
|
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
|
||||||
|
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
|
||||||
|
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
|
||||||
|
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
|
||||||
|
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
|
||||||
|
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
|
||||||
|
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
|
||||||
|
{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
|
||||||
|
{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
|
||||||
|
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
|
||||||
|
}};
|
||||||
|
|
||||||
|
// Add the missing bindings for ZL/ZR
|
||||||
|
using ZBindings =
|
||||||
|
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
|
||||||
|
static constexpr ZBindings switch_to_sdl_axis{{
|
||||||
|
{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
|
||||||
|
{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
|
||||||
|
}};
|
||||||
|
|
||||||
|
ButtonMapping mapping;
|
||||||
|
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
|
||||||
|
|
||||||
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
|
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
|
||||||
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
|
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
|
||||||
mapping.insert_or_assign(
|
mapping.insert_or_assign(
|
||||||
switch_button,
|
switch_button,
|
||||||
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
|
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Add the missing bindings for ZL/ZR
|
|
||||||
std::unordered_map<Settings::NativeButton::Values, SDL_GameControllerAxis> switch_to_sdl_axis =
|
|
||||||
{
|
|
||||||
{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
|
|
||||||
{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
|
|
||||||
};
|
|
||||||
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
|
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
|
||||||
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
|
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
|
||||||
mapping.insert_or_assign(
|
mapping.insert_or_assign(
|
||||||
|
|
Reference in New Issue