dolphin/Source/Core/Core/HW/GBAPadEmu.cpp
Martino Fontana a14c88ba67 Remove unused imports
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
2026-01-25 16:12:15 +01:00

115 lines
3.0 KiB
C++

// Copyright 2021 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "Core/HW/GBAPadEmu.h"
#include <fmt/format.h>
#include "Core/HW/GBAPad.h"
#include "InputCommon/ControllerEmu/ControlGroup/Buttons.h"
#include "InputCommon/GCPadStatus.h"
static const u16 dpad_bitmasks[] = {PAD_BUTTON_UP, PAD_BUTTON_DOWN, PAD_BUTTON_LEFT,
PAD_BUTTON_RIGHT};
static const u16 button_bitmasks[] = {PAD_BUTTON_B, PAD_BUTTON_A, PAD_TRIGGER_L,
PAD_TRIGGER_R, PAD_TRIGGER_Z, PAD_BUTTON_START};
GBAPad::GBAPad(const unsigned int index) : m_reset_pending(false), m_index(index)
{
using Translatability = ControllerEmu::Translatability;
// Buttons
groups.emplace_back(m_buttons = new ControllerEmu::Buttons(BUTTONS_GROUP));
for (const char* named_button : {B_BUTTON, A_BUTTON, L_BUTTON, R_BUTTON})
{
m_buttons->AddInput(Translatability::DoNotTranslate, named_button);
}
for (const char* named_button : {SELECT_BUTTON, START_BUTTON})
{
m_buttons->AddInput(Translatability::Translate, named_button);
}
// DPad
groups.emplace_back(m_dpad = new ControllerEmu::Buttons(DPAD_GROUP));
for (const char* named_direction : named_directions)
{
m_dpad->AddInput(Translatability::Translate, named_direction);
}
}
std::string GBAPad::GetName() const
{
return fmt::format("GBA{}", m_index + 1);
}
InputConfig* GBAPad::GetConfig() const
{
return Pad::GetGBAConfig();
}
ControllerEmu::ControlGroup* GBAPad::GetGroup(GBAPadGroup group) const
{
switch (group)
{
case GBAPadGroup::Buttons:
return m_buttons;
case GBAPadGroup::DPad:
return m_dpad;
default:
return nullptr;
}
}
GCPadStatus GBAPad::GetInput()
{
const auto lock = GetStateLock();
GCPadStatus pad = {};
// Buttons
m_buttons->GetState(&pad.button, button_bitmasks, m_input_override_function);
// DPad
m_dpad->GetState(&pad.button, dpad_bitmasks, m_input_override_function);
// Use X button as a reset signal
if (m_reset_pending)
pad.button |= PAD_BUTTON_X;
m_reset_pending = false;
return pad;
}
void GBAPad::SetReset(bool reset)
{
const auto lock = GetStateLock();
m_reset_pending = reset;
}
void GBAPad::LoadDefaults(const ControllerInterface& ciface)
{
EmulatedController::LoadDefaults(ciface);
#ifndef ANDROID
// Buttons
m_buttons->SetControlExpression(0, "`Z`"); // B
m_buttons->SetControlExpression(1, "`X`"); // A
m_buttons->SetControlExpression(2, "`Q`"); // L
m_buttons->SetControlExpression(3, "`W`"); // R
#ifdef _WIN32
m_buttons->SetControlExpression(4, "`BACK`"); // Select
m_buttons->SetControlExpression(5, "`RETURN`"); // Start
#else
m_buttons->SetControlExpression(4, "`Backspace`"); // Select
m_buttons->SetControlExpression(5, "`Return`"); // Start
#endif
// D-Pad
m_dpad->SetControlExpression(0, "`T`"); // Up
m_dpad->SetControlExpression(1, "`G`"); // Down
m_dpad->SetControlExpression(2, "`F`"); // Left
m_dpad->SetControlExpression(3, "`H`"); // Right
#endif
}