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https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
input_engine: std::move engine name where applicable
We can allow the name to be moved into, allowing allocations to be avoided.
This commit is contained in:
parent
9a104e2b60
commit
2b92d22bda
15 changed files with 29 additions and 29 deletions
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@ -69,7 +69,7 @@ private:
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libusb_device_handle* handle{};
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};
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GCAdapter::GCAdapter(const std::string& input_engine_) : InputEngine(input_engine_) {
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GCAdapter::GCAdapter(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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if (usb_adapter_handle) {
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return;
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}
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@ -22,10 +22,10 @@ namespace InputCommon {
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class LibUSBContext;
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class LibUSBDeviceHandle;
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class GCAdapter : public InputCommon::InputEngine {
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class GCAdapter : public InputEngine {
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public:
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explicit GCAdapter(const std::string& input_engine_);
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~GCAdapter();
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explicit GCAdapter(std::string input_engine_);
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~GCAdapter() override;
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Common::Input::VibrationError SetRumble(
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const PadIdentifier& identifier, const Common::Input::VibrationStatus vibration) override;
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@ -24,7 +24,7 @@ constexpr PadIdentifier keyboard_modifier_identifier = {
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.pad = 1,
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};
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Keyboard::Keyboard(const std::string& input_engine_) : InputEngine(input_engine_) {
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Keyboard::Keyboard(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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// Keyboard is broken into 3 diferent sets:
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// key: Unfiltered intended for controllers.
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// keyboard_key: Allows only Settings::NativeKeyboard::Keys intended for keyboard emulation.
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@ -12,9 +12,9 @@ namespace InputCommon {
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* A button device factory representing a keyboard. It receives keyboard events and forward them
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* to all button devices it created.
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*/
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class Keyboard final : public InputCommon::InputEngine {
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class Keyboard final : public InputEngine {
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public:
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explicit Keyboard(const std::string& input_engine_);
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explicit Keyboard(std::string input_engine_);
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/**
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* Sets the status of all buttons bound with the key to pressed
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@ -24,7 +24,7 @@ constexpr PadIdentifier identifier = {
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.pad = 0,
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};
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Mouse::Mouse(const std::string& input_engine_) : InputEngine(input_engine_) {
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Mouse::Mouse(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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PreSetController(identifier);
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PreSetAxis(identifier, mouse_axis_x);
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PreSetAxis(identifier, mouse_axis_y);
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@ -27,9 +27,9 @@ enum class MouseButton {
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* A button device factory representing a keyboard. It receives keyboard events and forward them
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* to all button devices it created.
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*/
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class Mouse final : public InputCommon::InputEngine {
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class Mouse final : public InputEngine {
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public:
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explicit Mouse(const std::string& input_engine_);
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explicit Mouse(std::string input_engine_);
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/**
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* Signals that mouse has moved.
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@ -387,7 +387,7 @@ void SDLDriver::CloseJoysticks() {
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joystick_map.clear();
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}
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SDLDriver::SDLDriver(const std::string& input_engine_) : InputEngine(input_engine_) {
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SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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if (!Settings::values.enable_raw_input) {
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// Disable raw input. When enabled this setting causes SDL to die when a web applet opens
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SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT, "0");
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@ -19,19 +19,19 @@ using SDL_GameController = struct _SDL_GameController;
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using SDL_Joystick = struct _SDL_Joystick;
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using SDL_JoystickID = s32;
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namespace InputCommon {
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class SDLJoystick;
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using ButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
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using ZButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
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namespace InputCommon {
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class SDLJoystick;
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class SDLDriver : public InputCommon::InputEngine {
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class SDLDriver : public InputEngine {
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public:
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/// Initializes and registers SDL device factories
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SDLDriver(const std::string& input_engine_);
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explicit SDLDriver(std::string input_engine_);
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/// Unregisters SDL device factories and shut them down.
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~SDLDriver() override;
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@ -47,7 +47,7 @@ constexpr std::array<std::pair<std::string_view, TasButton>, 20> text_to_tas_but
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{"KEY_ZR", TasButton::TRIGGER_ZR},
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};
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Tas::Tas(const std::string& input_engine_) : InputCommon::InputEngine(input_engine_) {
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Tas::Tas(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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for (size_t player_index = 0; player_index < PLAYER_NUMBER; player_index++) {
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PadIdentifier identifier{
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.guid = Common::UUID{},
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@ -81,10 +81,10 @@ enum class TasState {
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Stopped,
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};
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class Tas final : public InputCommon::InputEngine {
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class Tas final : public InputEngine {
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public:
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explicit Tas(const std::string& input_engine_);
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~Tas();
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explicit Tas(std::string input_engine_);
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~Tas() override;
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/**
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* Changes the input status that will be stored in each frame
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@ -13,7 +13,7 @@ constexpr PadIdentifier identifier = {
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.pad = 0,
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};
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TouchScreen::TouchScreen(const std::string& input_engine_) : InputEngine(input_engine_) {
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TouchScreen::TouchScreen(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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PreSetController(identifier);
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}
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@ -12,9 +12,9 @@ namespace InputCommon {
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* A button device factory representing a keyboard. It receives keyboard events and forward them
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* to all button devices it created.
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*/
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class TouchScreen final : public InputCommon::InputEngine {
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class TouchScreen final : public InputEngine {
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public:
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explicit TouchScreen(const std::string& input_engine_);
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explicit TouchScreen(std::string input_engine_);
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/**
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* Signals that mouse has moved.
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@ -136,7 +136,7 @@ static void SocketLoop(Socket* socket) {
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socket->Loop();
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}
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UDPClient::UDPClient(const std::string& input_engine_) : InputEngine(input_engine_) {
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UDPClient::UDPClient(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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LOG_INFO(Input, "Udp Initialization started");
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ReloadSockets();
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}
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@ -49,10 +49,10 @@ struct DeviceStatus {
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* A button device factory representing a keyboard. It receives keyboard events and forward them
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* to all button devices it created.
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*/
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class UDPClient final : public InputCommon::InputEngine {
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class UDPClient final : public InputEngine {
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public:
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explicit UDPClient(const std::string& input_engine_);
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~UDPClient();
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explicit UDPClient(std::string input_engine_);
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~UDPClient() override;
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void ReloadSockets();
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@ -102,7 +102,7 @@ struct InputIdentifier {
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class InputEngine {
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public:
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explicit InputEngine(const std::string& input_engine_) : input_engine(input_engine_) {}
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explicit InputEngine(std::string input_engine_) : input_engine{std::move(input_engine_)} {}
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virtual ~InputEngine() = default;
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