Changed enums to use XXX_COUNT for the count or number of values

Fixes https://github.com/libsdl-org/SDL/issues/10763
This commit is contained in:
Sam Lantinga 2024-09-11 08:08:18 -07:00
parent 64f12bea4a
commit 37c9fb490e
49 changed files with 197 additions and 174 deletions

View file

@ -293,7 +293,7 @@ int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y)
if (ctx->showing_front) {
for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
const int element = SDL_GAMEPAD_BUTTON_MAX + i;
const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
SDL_FRect rect;
if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
@ -431,7 +431,7 @@ void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
SetGamepadImageElement(ctx, button, SDL_GetGamepadButton(gamepad, button));
}
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
const SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
const Sint16 value = SDL_GetGamepadAxis(gamepad, axis);
@ -553,7 +553,7 @@ void RenderGamepadImage(GamepadImage *ctx)
if (ctx->showing_front) {
for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
const int element = SDL_GAMEPAD_BUTTON_MAX + i;
const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
if (ctx->elements[element]) {
const double angle = axis_positions[i].angle;
dst.w = ctx->axis_width;
@ -676,7 +676,7 @@ static const char *gamepad_button_names[] = {
"Misc5",
"Misc6",
};
SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_MAX);
SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_COUNT);
static const char *gamepad_axis_names[] = {
"LeftX",
@ -686,7 +686,7 @@ static const char *gamepad_axis_names[] = {
"Left Trigger",
"Right Trigger",
};
SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_MAX);
SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_COUNT);
struct GamepadDisplay
{
@ -915,7 +915,7 @@ int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float
rect.w = ctx->area.w - (margin * 2);
rect.h = ctx->button_height;
for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
SDL_GamepadButton button = (SDL_GamepadButton)i;
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
@ -931,7 +931,7 @@ int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float
rect.y += ctx->button_height + 2.0f;
}
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
SDL_FRect area;
@ -1033,7 +1033,7 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
x = ctx->area.x + margin;
y = ctx->area.y + margin;
for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
SDL_GamepadButton button = (SDL_GamepadButton)i;
if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
@ -1072,7 +1072,7 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
y += ctx->button_height + 2.0f;
}
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
SDL_bool has_negative = (axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
Sint16 value;
@ -1376,7 +1376,7 @@ int GetGamepadTypeDisplayAt(GamepadTypeDisplay *ctx, float x, float y)
x = ctx->area.x + margin;
y = ctx->area.y + margin;
for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_MAX; ++i) {
for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
highlight.x = x;
highlight.y = y;
highlight.w = ctx->area.w - (margin * 2);
@ -1430,7 +1430,7 @@ void RenderGamepadTypeDisplay(GamepadTypeDisplay *ctx)
x = ctx->area.x + margin;
y = ctx->area.y + margin;
for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_MAX; ++i) {
for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
highlight.x = x;
highlight.y = y;
highlight.w = ctx->area.w - (margin * 2);
@ -2662,14 +2662,14 @@ SDL_bool MappingHasBindings(const char *mapping)
}
SplitMapping(mapping, &parts);
for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
if (FindMappingKey(&parts, SDL_GetGamepadStringForButton((SDL_GamepadButton)i)) >= 0) {
result = SDL_TRUE;
break;
}
}
if (!result) {
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
if (FindMappingKey(&parts, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)i)) >= 0) {
result = SDL_TRUE;
break;
@ -2795,7 +2795,7 @@ char *SetMappingType(char *mapping, SDL_GamepadType type)
static const char *GetElementKey(int element)
{
if (element < SDL_GAMEPAD_BUTTON_MAX) {
if (element < SDL_GAMEPAD_BUTTON_COUNT) {
return SDL_GetGamepadStringForButton((SDL_GamepadButton)element);
} else {
static char key[16];