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overlay: categorize lights for different cab types (#576)
## Link to GitHub Issue or related Pull Request, if one exists #574 ## Description of change Refactor so that grouping of lights are in common I/O code. Add this to IIDX/SDVX/DDR/GitaDora. ## Testing
This commit is contained in:
@@ -861,6 +861,44 @@ std::vector<Light> GameAPI::Lights::sortLights(
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return sorted;
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}
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static std::vector<Light> sortLightsWithCategoryInternal(
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const std::vector<Light> &lights,
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const std::initializer_list<GameAPI::Lights::LightAndCategory> list)
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{
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std::vector<Light> sorted;
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bool light_found;
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for (auto &name : list) {
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light_found = false;
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for (auto &light : lights) {
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if (name.light_name == light.getName()) {
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light_found = true;
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Light light_new = light;
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light_new.setCategory(name.category_name);
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sorted.push_back(light_new);
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break;
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}
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}
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if (!light_found) {
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sorted.emplace_back(name.light_name, name.category_name);
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}
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}
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return sorted;
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}
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void GameAPI::Lights::sortLightsWithCategory(
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std::vector<Light> *lights,
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const std::initializer_list<LightAndCategory> list) {
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if (lights) {
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*lights = sortLightsWithCategoryInternal(*lights, list);
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}
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}
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void GameAPI::Lights::writeLight(rawinput::Device *device, int index, float value) {
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// check device
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+11
-9
@@ -109,21 +109,13 @@ namespace GameAPI {
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}
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namespace Lights {
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std::vector<Light> getLights(const std::string &game_name);
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std::vector<Light> sortLights(
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const std::vector<Light> &lights,
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const std::vector<std::string> &light_names);
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template<typename T>
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void sortLights(std::vector<Light> *lights, T t) {
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const std::vector<std::string> light_names { t };
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if (lights) {
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*lights = GameAPI::Lights::sortLights(*lights, light_names);
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}
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}
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template<typename T, typename... Rest>
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void sortLights(std::vector<Light> *lights, T t, Rest... rest) {
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const std::vector<std::string> light_names { t, rest... };
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@@ -133,6 +125,16 @@ namespace GameAPI {
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}
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}
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struct LightAndCategory {
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const std::string category_name;
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const std::string light_name;
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LightAndCategory(std::string category_name, std::string light_name) :
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category_name(std::move(category_name)), light_name(std::move(light_name)) {}
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};
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void sortLightsWithCategory(std::vector<Light> *lights, const std::initializer_list<LightAndCategory> list);
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void writeLight(rawinput::Device *device, int index, float value);
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void writeLight(rawinput::RawInputManager *manager, Light &light, float value);
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void writeLight(std::unique_ptr<rawinput::RawInputManager> &manager, Light &light, float value);
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@@ -11,6 +11,7 @@ class Light {
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private:
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std::vector<Light> alternatives;
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std::string lightName;
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std::string lightCategory;
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std::string deviceIdentifier = "";
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unsigned int index = 0;
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bool is_temporary = false;
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@@ -23,6 +24,8 @@ public:
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float override_state = 0.f;
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explicit Light(std::string lightName) : lightName(std::move(lightName)) {};
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explicit Light(std::string lightName, std::string lightCategory) :
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lightName(std::move(lightName)), lightCategory(std::move(lightCategory)) {};
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std::string getDisplayString(rawinput::RawInputManager* manager);
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@@ -51,6 +54,14 @@ public:
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return this->lightName;
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}
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inline const std::string &getCategory() const {
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return this->lightCategory;
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}
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inline void setCategory(std::string category) {
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this->lightCategory = std::move(category);
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}
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inline const std::string &getDeviceIdentifier() const {
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return this->deviceIdentifier;
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}
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