sdl_impl: Reduce allocations in GetButtonMappingForDevice()

These maps can be constexpr arrays of std::pair.
This commit is contained in:
Lioncash 2020-08-28 21:21:14 -04:00
parent f2a680ca89
commit 69fa6b4906

View File

@ -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>
@ -670,11 +671,21 @@ 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) {
if (!params.Has("guid") || !params.Has("port")) {
return {};
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return {};
}
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController. // This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
// We will add those afterwards // We will add those afterwards
// This list also excludes Screenshot since theres not really a mapping for that // This list also excludes Screenshot since theres not really a mapping for that
std::unordered_map<Settings::NativeButton::Values, SDL_GameControllerButton> using ButtonBindings =
switch_to_sdl_button = { 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::A, SDL_CONTROLLER_BUTTON_B},
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A}, {Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y}, {Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
@ -692,30 +703,25 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}, {Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER}, {Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE}, {Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
}; }};
if (!params.Has("guid") || !params.Has("port")) {
return {}; // Add the missing bindings for ZL/ZR
} using ZBindings =
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0)); std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
auto* controller = joystick->GetSDLGameController(); static constexpr ZBindings switch_to_sdl_axis{{
if (controller == nullptr) { {Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
return {}; {Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
} }};
ButtonMapping mapping;
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
ButtonMapping mapping{};
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(