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:
bicarus
2026-03-17 02:14:48 -07:00
committed by GitHub
parent 88679b7cb2
commit a9f0e86aa3
8 changed files with 457 additions and 468 deletions
+38
View File
@@ -861,6 +861,44 @@ std::vector<Light> GameAPI::Lights::sortLights(
return sorted;
}
static std::vector<Light> sortLightsWithCategoryInternal(
const std::vector<Light> &lights,
const std::initializer_list<GameAPI::Lights::LightAndCategory> list)
{
std::vector<Light> sorted;
bool light_found;
for (auto &name : list) {
light_found = false;
for (auto &light : lights) {
if (name.light_name == light.getName()) {
light_found = true;
Light light_new = light;
light_new.setCategory(name.category_name);
sorted.push_back(light_new);
break;
}
}
if (!light_found) {
sorted.emplace_back(name.light_name, name.category_name);
}
}
return sorted;
}
void GameAPI::Lights::sortLightsWithCategory(
std::vector<Light> *lights,
const std::initializer_list<LightAndCategory> list) {
if (lights) {
*lights = sortLightsWithCategoryInternal(*lights, list);
}
}
void GameAPI::Lights::writeLight(rawinput::Device *device, int index, float value) {
// check device