Use more enums instead of integers

This commit is contained in:
Martin Prokoph
2024-07-22 13:19:09 +02:00
parent f782e17349
commit 044bbfe9ed
5 changed files with 93 additions and 99 deletions

View File

@@ -20,6 +20,7 @@ import eu.midnightdust.midnightcontrols.MidnightControlsFeature;
import eu.midnightdust.midnightcontrols.client.controller.ButtonBinding;
import eu.midnightdust.midnightcontrols.client.controller.Controller;
import eu.midnightdust.midnightcontrols.client.controller.InputManager;
import eu.midnightdust.midnightcontrols.client.enums.ButtonState;
import eu.midnightdust.midnightcontrols.client.enums.CameraMode;
import eu.midnightdust.midnightcontrols.client.enums.ControllerType;
import eu.midnightdust.midnightcontrols.client.enums.HudSide;
@@ -73,6 +74,7 @@ public class MidnightControlsConfig extends MidnightConfig {
@Entry(category = VISUAL, name = "Reacharound Outline Alpha", isSlider = true, min = 0, max = 255) public static int reacharoundOutlineColorAlpha = 102;
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.right_dead_zone", isSlider = true, min = 0.05, max = 1) public static double rightDeadZone = 0.25;
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.left_dead_zone", isSlider = true, min = 0.05, max = 1) public static double leftDeadZone = 0.25;
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.trigger_dead_zone", isSlider = true, min = 0.05, max = 1) public static double triggerDeadZone = 0.1;
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.invert_right_y_axis") public static boolean invertRightYAxis = false;
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.invert_right_x_axis") public static boolean invertRightXAxis = false;
@Entry(category = CONTROLLER, name = "midnightcontrols.menu.rotation_speed", isSlider = true, min = 0, max = 100, precision = 10) public static double rotationSpeed = 35.0; //used for x-axis, name kept for compatibility
@@ -311,28 +313,28 @@ public class MidnightControlsConfig extends MidnightConfig {
else BINDING.put("controller.controls." + binding.getName(), binding.getButtonCode());
}
public static boolean isBackButton(int btn, boolean isBtn, int state) {
if (!isBtn && state == 0)
public static boolean isBackButton(int btn, boolean isBtn, ButtonState state) {
if (!isBtn && state == ButtonState.NONE)
return false;
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, false) == ButtonBinding.axisAsButton(btn, state == 1);
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, false) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
}
public static boolean isForwardButton(int btn, boolean isBtn, int state) {
if (!isBtn && state == 0)
public static boolean isForwardButton(int btn, boolean isBtn, ButtonState state) {
if (!isBtn && state == ButtonState.NONE)
return false;
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, true) == ButtonBinding.axisAsButton(btn, state == 1);
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_Y, true) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
}
public static boolean isLeftButton(int btn, boolean isBtn, int state) {
if (!isBtn && state == 0)
public static boolean isLeftButton(int btn, boolean isBtn, ButtonState state) {
if (!isBtn && state == ButtonState.NONE)
return false;
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, false) == ButtonBinding.axisAsButton(btn, state == 1);
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, false) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
}
public static boolean isRightButton(int btn, boolean isBtn, int state) {
if (!isBtn && state == 0)
public static boolean isRightButton(int btn, boolean isBtn, ButtonState state) {
if (!isBtn && state == ButtonState.NONE)
return false;
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, true) == ButtonBinding.axisAsButton(btn, state == 1);
return ButtonBinding.axisAsButton(GLFW_GAMEPAD_AXIS_LEFT_X, true) == ButtonBinding.axisAsButton(btn, state == ButtonState.PRESS);
}
/**