SDL API renaming: SDL_gamecontroller.h
SDL_gamecontroller.h has been renamed SDL_gamepad.h, and all APIs have been renamed to match. Fixes https://github.com/libsdl-org/SDL/issues/6885
This commit is contained in:
@@ -135,7 +135,7 @@ if(LINUX AND TARGET sdl-build-options)
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endif()
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add_sdl_test_executable(testfile testfile.c)
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add_sdl_test_executable(testgamecontroller NEEDS_RESOURCES TESTUTILS testgamecontroller.c)
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add_sdl_test_executable(testgamepad NEEDS_RESOURCES TESTUTILS testgamepad.c)
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add_sdl_test_executable(testgeometry TESTUTILS testgeometry.c)
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add_sdl_test_executable(testgl2 testgl2.c)
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add_sdl_test_executable(testgles testgles.c)
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@@ -200,7 +200,7 @@ add_sdl_test_executable(testdisplayinfo testdisplayinfo.c)
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add_sdl_test_executable(testqsort NONINTERACTIVE testqsort.c)
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add_sdl_test_executable(testbounds testbounds.c)
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add_sdl_test_executable(testcustomcursor testcustomcursor.c)
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add_sdl_test_executable(controllermap NEEDS_RESOURCES TESTUTILS controllermap.c)
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add_sdl_test_executable(gamepadmap NEEDS_RESOURCES TESTUTILS gamepadmap.c)
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add_sdl_test_executable(testvulkan testvulkan.c)
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add_sdl_test_executable(testoffscreen testoffscreen.c)
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@@ -27,7 +27,7 @@ These are test programs for the SDL library:
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testver Check the version and dynamic loading and endianness
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testwm2 Test window manager -- title, icon, events
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torturethread Simple test for thread creation/destruction
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controllermap Useful to generate Game Controller API compatible maps
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gamepadmap Useful to generate Game Controller API compatible maps
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Before Width: | Height: | Size: 160 KiB After Width: | Height: | Size: 160 KiB |
@@ -10,7 +10,7 @@
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freely.
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*/
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/* Game controller mapping generator */
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/* Gamepad mapping generator */
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/* Gabriel Jacobo <gabomdq@gmail.com> */
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#include <stdio.h>
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@@ -20,8 +20,8 @@
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#include <SDL3/SDL_main.h>
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#include "testutils.h"
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/* Define this for verbose output while mapping controllers */
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#define DEBUG_CONTROLLERMAP
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/* Define this for verbose output while mapping gamepads */
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#define DEBUG_GAMEPADMAP
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#define SCREEN_WIDTH 512
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#define SCREEN_HEIGHT 320
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@@ -34,20 +34,20 @@ enum marker_type
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enum
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{
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SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
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SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
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SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
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SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
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SDL_CONTROLLER_BINDING_AXIS_MAX,
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SDL_GAMEPAD_BINDING_AXIS_LEFTX_NEGATIVE,
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SDL_GAMEPAD_BINDING_AXIS_LEFTX_POSITIVE,
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SDL_GAMEPAD_BINDING_AXIS_LEFTY_NEGATIVE,
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SDL_GAMEPAD_BINDING_AXIS_LEFTY_POSITIVE,
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SDL_GAMEPAD_BINDING_AXIS_RIGHTX_NEGATIVE,
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SDL_GAMEPAD_BINDING_AXIS_RIGHTX_POSITIVE,
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SDL_GAMEPAD_BINDING_AXIS_RIGHTY_NEGATIVE,
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SDL_GAMEPAD_BINDING_AXIS_RIGHTY_POSITIVE,
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SDL_GAMEPAD_BINDING_AXIS_TRIGGERLEFT,
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SDL_GAMEPAD_BINDING_AXIS_TRIGGERRIGHT,
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SDL_GAMEPAD_BINDING_AXIS_MAX,
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};
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#define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_MAX)
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#define BINDING_COUNT (SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_MAX)
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static struct
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{
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@@ -56,78 +56,78 @@ static struct
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enum marker_type marker;
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} s_arrBindingDisplay[] = {
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{ 387, 167, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_A */
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{ 431, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_B */
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{ 342, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_X */
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{ 389, 101, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_Y */
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{ 174, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_BACK */
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{ 232, 128, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_GUIDE */
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{ 289, 132, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_START */
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{ 75, 154, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
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{ 305, 230, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
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{ 77, 40, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
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{ 396, 36, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
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{ 154, 188, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
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{ 154, 249, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
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{ 116, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
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{ 186, 217, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
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{ 232, 174, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_MISC1 */
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{ 132, 135, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE1 */
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{ 330, 135, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
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{ 132, 175, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
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{ 330, 175, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
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{ 0, 0, 0.0, MARKER_BUTTON }, /* SDL_CONTROLLER_BUTTON_TOUCHPAD */
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{ 74, 153, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE */
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{ 74, 153, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE */
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{ 74, 153, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE */
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{ 74, 153, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE */
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{ 306, 231, 270.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE */
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{ 306, 231, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE */
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{ 306, 231, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE */
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{ 306, 231, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE */
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{ 91, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT */
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{ 375, -20, 180.0, MARKER_AXIS }, /* SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT */
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{ 387, 167, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_A */
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{ 431, 132, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_B */
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{ 342, 132, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_X */
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{ 389, 101, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_Y */
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{ 174, 132, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_BACK */
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{ 232, 128, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_GUIDE */
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{ 289, 132, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_START */
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{ 75, 154, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
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{ 305, 230, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
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{ 77, 40, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
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{ 396, 36, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
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{ 154, 188, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
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{ 154, 249, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
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{ 116, 217, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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{ 186, 217, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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{ 232, 174, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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{ 132, 135, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
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{ 330, 135, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
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{ 132, 175, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
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{ 330, 175, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
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{ 0, 0, 0.0, MARKER_BUTTON }, /* SDL_GAMEPAD_BUTTON_TOUCHPAD */
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{ 74, 153, 270.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_LEFTX_NEGATIVE */
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{ 74, 153, 90.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_LEFTX_POSITIVE */
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{ 74, 153, 0.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_LEFTY_NEGATIVE */
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{ 74, 153, 180.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_LEFTY_POSITIVE */
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{ 306, 231, 270.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_RIGHTX_NEGATIVE */
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{ 306, 231, 90.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_RIGHTX_POSITIVE */
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{ 306, 231, 0.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_RIGHTY_NEGATIVE */
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{ 306, 231, 180.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_RIGHTY_POSITIVE */
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{ 91, -20, 180.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_TRIGGERLEFT */
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{ 375, -20, 180.0, MARKER_AXIS }, /* SDL_GAMEPAD_BINDING_AXIS_TRIGGERRIGHT */
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};
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SDL_COMPILE_TIME_ASSERT(s_arrBindingDisplay, SDL_arraysize(s_arrBindingDisplay) == BINDING_COUNT);
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static int s_arrBindingOrder[] = {
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_Y,
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SDL_CONTROLLER_BUTTON_X,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE,
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK,
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT,
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT,
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SDL_CONTROLLER_BUTTON_DPAD_UP,
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SDL_CONTROLLER_BUTTON_DPAD_RIGHT,
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SDL_CONTROLLER_BUTTON_DPAD_DOWN,
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SDL_CONTROLLER_BUTTON_DPAD_LEFT,
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SDL_CONTROLLER_BUTTON_BACK,
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SDL_CONTROLLER_BUTTON_GUIDE,
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SDL_CONTROLLER_BUTTON_START,
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SDL_CONTROLLER_BUTTON_MISC1,
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SDL_CONTROLLER_BUTTON_PADDLE1,
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SDL_CONTROLLER_BUTTON_PADDLE2,
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SDL_CONTROLLER_BUTTON_PADDLE3,
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SDL_CONTROLLER_BUTTON_PADDLE4,
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SDL_CONTROLLER_BUTTON_TOUCHPAD,
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SDL_GAMEPAD_BUTTON_A,
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SDL_GAMEPAD_BUTTON_B,
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SDL_GAMEPAD_BUTTON_Y,
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SDL_GAMEPAD_BUTTON_X,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_LEFTX_NEGATIVE,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_LEFTX_POSITIVE,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_LEFTY_NEGATIVE,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_LEFTY_POSITIVE,
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SDL_GAMEPAD_BUTTON_LEFT_STICK,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_RIGHTX_NEGATIVE,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_RIGHTX_POSITIVE,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_RIGHTY_NEGATIVE,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_RIGHTY_POSITIVE,
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SDL_GAMEPAD_BUTTON_RIGHT_STICK,
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SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_TRIGGERLEFT,
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SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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SDL_GAMEPAD_BUTTON_MAX + SDL_GAMEPAD_BINDING_AXIS_TRIGGERRIGHT,
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SDL_GAMEPAD_BUTTON_DPAD_UP,
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SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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SDL_GAMEPAD_BUTTON_DPAD_LEFT,
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SDL_GAMEPAD_BUTTON_BACK,
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SDL_GAMEPAD_BUTTON_GUIDE,
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SDL_GAMEPAD_BUTTON_START,
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SDL_GAMEPAD_BUTTON_MISC1,
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SDL_GAMEPAD_BUTTON_PADDLE1,
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SDL_GAMEPAD_BUTTON_PADDLE2,
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SDL_GAMEPAD_BUTTON_PADDLE3,
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SDL_GAMEPAD_BUTTON_PADDLE4,
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SDL_GAMEPAD_BUTTON_TOUCHPAD,
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};
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SDL_COMPILE_TIME_ASSERT(s_arrBindingOrder, SDL_arraysize(s_arrBindingOrder) == BINDING_COUNT);
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typedef struct
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{
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SDL_GameControllerBindType bindType;
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SDL_GamepadBindingType bindType;
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union
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{
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int button;
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@@ -205,7 +205,7 @@ SetCurrentBinding(int iBinding)
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return;
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}
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if (s_arrBindingOrder[iBinding] == SDL_CONTROLLER_BUTTON_TOUCHPAD &&
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if (s_arrBindingOrder[iBinding] == SDL_GAMEPAD_BUTTON_TOUCHPAD &&
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!bind_touchpad) {
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SetCurrentBinding(iBinding + 1);
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return;
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@@ -230,7 +230,7 @@ BBindingContainsBinding(const SDL_GameControllerExtendedBind *pBindingA, const S
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return SDL_FALSE;
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}
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switch (pBindingA->bindType) {
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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case SDL_GAMEPAD_BINDTYPE_AXIS:
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if (pBindingA->value.axis.axis != pBindingB->value.axis.axis) {
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return SDL_FALSE;
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}
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@@ -261,13 +261,13 @@ ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
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for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
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pCurrent = &s_arrBindings[iIndex];
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if (BBindingContainsBinding(pCurrent, pBinding)) {
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if (iIndex == SDL_CONTROLLER_BUTTON_A && iCurrentElement != SDL_CONTROLLER_BUTTON_B) {
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if (iIndex == SDL_GAMEPAD_BUTTON_A && iCurrentElement != SDL_GAMEPAD_BUTTON_B) {
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/* Skip to the next binding */
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SetCurrentBinding(s_iCurrentBinding + 1);
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return;
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}
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if (iIndex == SDL_CONTROLLER_BUTTON_B) {
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if (iIndex == SDL_GAMEPAD_BUTTON_B) {
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/* Go back to the previous binding */
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SetCurrentBinding(s_iCurrentBinding - 1);
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return;
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@@ -278,42 +278,42 @@ ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
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}
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}
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#ifdef DEBUG_CONTROLLERMAP
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#ifdef DEBUG_GAMEPADMAP
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switch (pBinding->bindType) {
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case SDL_CONTROLLER_BINDTYPE_NONE:
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case SDL_GAMEPAD_BINDTYPE_NONE:
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break;
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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case SDL_GAMEPAD_BINDTYPE_BUTTON:
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SDL_Log("Configuring button binding for button %d\n", pBinding->value.button);
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break;
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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case SDL_GAMEPAD_BINDTYPE_AXIS:
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SDL_Log("Configuring axis binding for axis %d %d/%d committed = %s\n", pBinding->value.axis.axis, pBinding->value.axis.axis_min, pBinding->value.axis.axis_max, pBinding->committed ? "true" : "false");
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break;
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case SDL_CONTROLLER_BINDTYPE_HAT:
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case SDL_GAMEPAD_BINDTYPE_HAT:
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SDL_Log("Configuring hat binding for hat %d %d\n", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
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break;
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}
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#endif /* DEBUG_CONTROLLERMAP */
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#endif /* DEBUG_GAMEPADMAP */
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/* Should the new binding override the existing one? */
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pCurrent = &s_arrBindings[iCurrentElement];
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if (pCurrent->bindType != SDL_CONTROLLER_BINDTYPE_NONE) {
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if (pCurrent->bindType != SDL_GAMEPAD_BINDTYPE_NONE) {
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SDL_bool bNativeDPad, bCurrentDPad;
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SDL_bool bNativeAxis, bCurrentAxis;
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bNativeDPad = (iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_UP ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_DOWN ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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bCurrentDPad = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_HAT);
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bNativeDPad = (iCurrentElement == SDL_GAMEPAD_BUTTON_DPAD_UP ||
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iCurrentElement == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
|
||||
iCurrentElement == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
|
||||
iCurrentElement == SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
bCurrentDPad = (pCurrent->bindType == SDL_GAMEPAD_BINDTYPE_HAT);
|
||||
if (bNativeDPad && bCurrentDPad) {
|
||||
/* We already have a binding of the type we want, ignore the new one */
|
||||
return;
|
||||
}
|
||||
|
||||
bNativeAxis = (iCurrentElement >= SDL_CONTROLLER_BUTTON_MAX);
|
||||
bCurrentAxis = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_AXIS);
|
||||
bNativeAxis = (iCurrentElement >= SDL_GAMEPAD_BUTTON_MAX);
|
||||
bCurrentAxis = (pCurrent->bindType == SDL_GAMEPAD_BINDTYPE_AXIS);
|
||||
if (bNativeAxis == bCurrentAxis &&
|
||||
(pBinding->bindType != SDL_CONTROLLER_BINDTYPE_AXIS ||
|
||||
(pBinding->bindType != SDL_GAMEPAD_BINDTYPE_AXIS ||
|
||||
pBinding->value.axis.axis != pCurrent->value.axis.axis)) {
|
||||
/* We already have a binding of the type we want, ignore the new one */
|
||||
return;
|
||||
@@ -334,13 +334,13 @@ BMergeAxisBindings(int iIndex)
|
||||
{
|
||||
SDL_GameControllerExtendedBind *pBindingA = &s_arrBindings[iIndex];
|
||||
SDL_GameControllerExtendedBind *pBindingB = &s_arrBindings[iIndex + 1];
|
||||
if (pBindingA->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
|
||||
pBindingB->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
|
||||
if (pBindingA->bindType == SDL_GAMEPAD_BINDTYPE_AXIS &&
|
||||
pBindingB->bindType == SDL_GAMEPAD_BINDTYPE_AXIS &&
|
||||
pBindingA->value.axis.axis == pBindingB->value.axis.axis) {
|
||||
if (pBindingA->value.axis.axis_min == pBindingB->value.axis.axis_min) {
|
||||
pBindingA->value.axis.axis_min = pBindingA->value.axis.axis_max;
|
||||
pBindingA->value.axis.axis_max = pBindingB->value.axis.axis_max;
|
||||
pBindingB->bindType = SDL_CONTROLLER_BINDTYPE_NONE;
|
||||
pBindingB->bindType = SDL_GAMEPAD_BINDTYPE_NONE;
|
||||
return SDL_TRUE;
|
||||
}
|
||||
}
|
||||
@@ -358,8 +358,8 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
Uint64 alpha_ticks = 0;
|
||||
SDL_JoystickID nJoystickID;
|
||||
|
||||
background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE, NULL, NULL);
|
||||
background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE, NULL, NULL);
|
||||
background_front = LoadTexture(screen, "gamepadmap.bmp", SDL_FALSE, NULL, NULL);
|
||||
background_back = LoadTexture(screen, "gamepadmap_back.bmp", SDL_FALSE, NULL, NULL);
|
||||
button = LoadTexture(screen, "button.bmp", SDL_TRUE, NULL, NULL);
|
||||
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE, NULL, NULL);
|
||||
SDL_RaiseWindow(window);
|
||||
@@ -376,8 +376,8 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
|
||||
SDL_Log("\n\n\
|
||||
====================================================================================\n\
|
||||
Press the buttons on your controller when indicated\n\
|
||||
(Your controller may look different than the picture)\n\
|
||||
Press the buttons on your gamepad when indicated\n\
|
||||
(Your gamepad may look different than the picture)\n\
|
||||
If you want to correct a mistake, press backspace or the back button on your device\n\
|
||||
To skip a button, press SPACE or click/touch the screen\n\
|
||||
To exit, press ESC\n\
|
||||
@@ -422,8 +422,8 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
|
||||
SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
|
||||
SDL_RenderClear(screen);
|
||||
if (s_arrBindingOrder[s_iCurrentBinding] >= SDL_CONTROLLER_BUTTON_PADDLE1 &&
|
||||
s_arrBindingOrder[s_iCurrentBinding] <= SDL_CONTROLLER_BUTTON_PADDLE4) {
|
||||
if (s_arrBindingOrder[s_iCurrentBinding] >= SDL_GAMEPAD_BUTTON_PADDLE1 &&
|
||||
s_arrBindingOrder[s_iCurrentBinding] <= SDL_GAMEPAD_BUTTON_PADDLE4) {
|
||||
SDL_RenderTexture(screen, background_back, NULL, NULL);
|
||||
} else {
|
||||
SDL_RenderTexture(screen, background_front, NULL, NULL);
|
||||
@@ -442,7 +442,7 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
break;
|
||||
case SDL_JOYAXISMOTION:
|
||||
if (event.jaxis.which == nJoystickID) {
|
||||
const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
|
||||
const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 gamepad needed 96 */
|
||||
AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis];
|
||||
int nValue = event.jaxis.value;
|
||||
int nCurrentDistance, nFarthestDistance;
|
||||
@@ -464,7 +464,7 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
|
||||
}
|
||||
|
||||
#ifdef DEBUG_CONTROLLERMAP
|
||||
#ifdef DEBUG_GAMEPADMAP
|
||||
SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event.jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
|
||||
#endif
|
||||
if (nFarthestDistance >= 16000) {
|
||||
@@ -472,7 +472,7 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
SDL_bool bCommitBinding = (nCurrentDistance <= 10000) ? SDL_TRUE : SDL_FALSE;
|
||||
SDL_GameControllerExtendedBind binding;
|
||||
SDL_zero(binding);
|
||||
binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
|
||||
binding.bindType = SDL_GAMEPAD_BINDTYPE_AXIS;
|
||||
binding.value.axis.axis = event.jaxis.axis;
|
||||
binding.value.axis.axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
|
||||
binding.value.axis.axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
|
||||
@@ -486,11 +486,11 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
if (event.jhat.value != SDL_HAT_CENTERED) {
|
||||
SDL_GameControllerExtendedBind binding;
|
||||
|
||||
#ifdef DEBUG_CONTROLLERMAP
|
||||
#ifdef DEBUG_GAMEPADMAP
|
||||
SDL_Log("HAT %d %d\n", event.jhat.hat, event.jhat.value);
|
||||
#endif
|
||||
SDL_zero(binding);
|
||||
binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
|
||||
binding.bindType = SDL_GAMEPAD_BINDTYPE_HAT;
|
||||
binding.value.hat.hat = event.jhat.hat;
|
||||
binding.value.hat.hat_mask = event.jhat.value;
|
||||
binding.committed = SDL_TRUE;
|
||||
@@ -502,11 +502,11 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
if (event.jbutton.which == nJoystickID) {
|
||||
SDL_GameControllerExtendedBind binding;
|
||||
|
||||
#ifdef DEBUG_CONTROLLERMAP
|
||||
#ifdef DEBUG_GAMEPADMAP
|
||||
SDL_Log("BUTTON %d\n", event.jbutton.button);
|
||||
#endif
|
||||
SDL_zero(binding);
|
||||
binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
|
||||
binding.bindType = SDL_GAMEPAD_BINDTYPE_BUTTON;
|
||||
binding.value.button = event.jbutton.button;
|
||||
binding.committed = SDL_TRUE;
|
||||
ConfigureBinding(&binding);
|
||||
@@ -542,7 +542,7 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
SDL_Delay(15);
|
||||
|
||||
/* Wait 100 ms for joystick events to stop coming in,
|
||||
in case a controller sends multiple events for a single control (e.g. axis and button for trigger)
|
||||
in case a gamepad sends multiple events for a single control (e.g. axis and button for trigger)
|
||||
*/
|
||||
if (s_unPendingAdvanceTime && SDL_GetTicks() - s_unPendingAdvanceTime >= 100) {
|
||||
SetCurrentBinding(s_iCurrentBinding + 1);
|
||||
@@ -595,61 +595,61 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
|
||||
for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
|
||||
SDL_GameControllerExtendedBind *pBinding = &s_arrBindings[iIndex];
|
||||
if (pBinding->bindType == SDL_CONTROLLER_BINDTYPE_NONE) {
|
||||
if (pBinding->bindType == SDL_GAMEPAD_BINDTYPE_NONE) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (iIndex < SDL_CONTROLLER_BUTTON_MAX) {
|
||||
SDL_GameControllerButton eButton = (SDL_GameControllerButton)iIndex;
|
||||
SDL_strlcat(mapping, SDL_GameControllerGetStringForButton(eButton), SDL_arraysize(mapping));
|
||||
if (iIndex < SDL_GAMEPAD_BUTTON_MAX) {
|
||||
SDL_GamepadButton eButton = (SDL_GamepadButton)iIndex;
|
||||
SDL_strlcat(mapping, SDL_GetGamepadStringForButton(eButton), SDL_arraysize(mapping));
|
||||
} else {
|
||||
const char *pszAxisName = NULL;
|
||||
switch (iIndex - SDL_CONTROLLER_BUTTON_MAX) {
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE:
|
||||
switch (iIndex - SDL_GAMEPAD_BUTTON_MAX) {
|
||||
case SDL_GAMEPAD_BINDING_AXIS_LEFTX_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE:
|
||||
case SDL_GAMEPAD_BINDING_AXIS_LEFTX_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE:
|
||||
case SDL_GAMEPAD_BINDING_AXIS_LEFTY_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE:
|
||||
case SDL_GAMEPAD_BINDING_AXIS_LEFTY_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE:
|
||||
case SDL_GAMEPAD_BINDING_AXIS_RIGHTX_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE:
|
||||
case SDL_GAMEPAD_BINDING_AXIS_RIGHTX_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTX);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE:
|
||||
case SDL_GAMEPAD_BINDING_AXIS_RIGHTY_NEGATIVE:
|
||||
if (!BMergeAxisBindings(iIndex)) {
|
||||
SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
|
||||
}
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE:
|
||||
case SDL_GAMEPAD_BINDING_AXIS_RIGHTY_POSITIVE:
|
||||
SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHTY);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT:
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
case SDL_GAMEPAD_BINDING_AXIS_TRIGGERLEFT:
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT:
|
||||
pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
case SDL_GAMEPAD_BINDING_AXIS_TRIGGERRIGHT:
|
||||
pszAxisName = SDL_GetGamepadStringForAxis(SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
|
||||
break;
|
||||
}
|
||||
if (pszAxisName) {
|
||||
@@ -660,10 +660,10 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
|
||||
pszElement[0] = '\0';
|
||||
switch (pBinding->bindType) {
|
||||
case SDL_CONTROLLER_BINDTYPE_BUTTON:
|
||||
case SDL_GAMEPAD_BINDTYPE_BUTTON:
|
||||
(void)SDL_snprintf(pszElement, sizeof pszElement, "b%d", pBinding->value.button);
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDTYPE_AXIS:
|
||||
case SDL_GAMEPAD_BINDTYPE_AXIS:
|
||||
if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MIN) {
|
||||
/* The negative half axis */
|
||||
(void)SDL_snprintf(pszElement, sizeof pszElement, "-a%d", pBinding->value.axis.axis);
|
||||
@@ -678,7 +678,7 @@ WatchJoystick(SDL_Joystick *joystick)
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDTYPE_HAT:
|
||||
case SDL_GAMEPAD_BINDTYPE_HAT:
|
||||
(void)SDL_snprintf(pszElement, sizeof pszElement, "h%d.%d", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
|
||||
break;
|
||||
default:
|
||||
|
Before Width: | Height: | Size: 476 KiB After Width: | Height: | Size: 476 KiB |
@@ -22,13 +22,13 @@ TestVirtualJoystick(void *arg)
|
||||
SDL_Joystick *joystick = NULL;
|
||||
int device_index;
|
||||
|
||||
SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) == 0, "SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER)");
|
||||
SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMEPAD) == 0, "SDL_InitSubSystem(SDL_INIT_GAMEPAD)");
|
||||
|
||||
SDL_zero(desc);
|
||||
desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
|
||||
desc.type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
|
||||
desc.naxes = SDL_CONTROLLER_AXIS_MAX;
|
||||
desc.nbuttons = SDL_CONTROLLER_BUTTON_MAX;
|
||||
desc.naxes = SDL_GAMEPAD_AXIS_MAX;
|
||||
desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
|
||||
desc.vendor_id = USB_VENDOR_NVIDIA;
|
||||
desc.product_id = USB_PRODUCT_NVIDIA_SHIELD_CONTROLLER_V104;
|
||||
desc.name = "Virtual NVIDIA SHIELD Controller";
|
||||
@@ -50,12 +50,12 @@ TestVirtualJoystick(void *arg)
|
||||
SDLTest_AssertCheck(SDL_GetNumJoystickHats(joystick) == desc.nhats, "SDL_GetNumJoystickHats()");
|
||||
SDLTest_AssertCheck(SDL_GetNumJoystickButtons(joystick) == desc.nbuttons, "SDL_GetNumJoystickButtons()");
|
||||
|
||||
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_CONTROLLER_BUTTON_A, SDL_PRESSED) == 0, "SDL_SetJoystickVirtualButton(SDL_CONTROLLER_BUTTON_A, SDL_PRESSED)");
|
||||
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_A, SDL_PRESSED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_A, SDL_PRESSED)");
|
||||
SDL_UpdateJoysticks();
|
||||
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A) == SDL_PRESSED, "SDL_GetJoystickButton(SDL_CONTROLLER_BUTTON_A) == SDL_PRESSED");
|
||||
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_CONTROLLER_BUTTON_A, SDL_RELEASED) == 0, "SDL_SetJoystickVirtualButton(SDL_CONTROLLER_BUTTON_A, SDL_RELEASED)");
|
||||
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_A) == SDL_PRESSED, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_A) == SDL_PRESSED");
|
||||
SDLTest_AssertCheck(SDL_SetJoystickVirtualButton(joystick, SDL_GAMEPAD_BUTTON_A, SDL_RELEASED) == 0, "SDL_SetJoystickVirtualButton(SDL_GAMEPAD_BUTTON_A, SDL_RELEASED)");
|
||||
SDL_UpdateJoysticks();
|
||||
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_CONTROLLER_BUTTON_A) == SDL_RELEASED, "SDL_GetJoystickButton(SDL_CONTROLLER_BUTTON_A) == SDL_RELEASED");
|
||||
SDLTest_AssertCheck(SDL_GetJoystickButton(joystick, SDL_GAMEPAD_BUTTON_A) == SDL_RELEASED, "SDL_GetJoystickButton(SDL_GAMEPAD_BUTTON_A) == SDL_RELEASED");
|
||||
|
||||
SDL_CloseJoystick(joystick);
|
||||
}
|
||||
@@ -63,7 +63,7 @@ TestVirtualJoystick(void *arg)
|
||||
}
|
||||
SDLTest_AssertCheck(!SDL_IsJoystickVirtual(device_index), "!SDL_IsJoystickVirtual()");
|
||||
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
|
||||
|
||||
return TEST_COMPLETED;
|
||||
}
|
||||
|
||||
@@ -42,7 +42,7 @@ static int main_testInitQuitJoystickHaptic(void *arg)
|
||||
static int main_testInitQuitSubSystem(void *arg)
|
||||
{
|
||||
int i;
|
||||
int subsystems[] = { SDL_INIT_JOYSTICK, SDL_INIT_HAPTIC, SDL_INIT_GAMECONTROLLER };
|
||||
int subsystems[] = { SDL_INIT_JOYSTICK, SDL_INIT_HAPTIC, SDL_INIT_GAMEPAD };
|
||||
|
||||
for (i = 0; i < SDL_arraysize(subsystems); ++i) {
|
||||
int initialized_system;
|
||||
@@ -62,14 +62,14 @@ static int main_testInitQuitSubSystem(void *arg)
|
||||
return TEST_COMPLETED;
|
||||
}
|
||||
|
||||
const int joy_and_controller = SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER;
|
||||
const int joy_and_controller = SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD;
|
||||
static int main_testImpliedJoystickInit(void *arg)
|
||||
{
|
||||
int initialized_system;
|
||||
|
||||
/* First initialize the controller */
|
||||
SDLTest_AssertCheck((SDL_WasInit(joy_and_controller) & joy_and_controller) == 0, "SDL_WasInit() before init should be false for joystick & controller");
|
||||
SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) == 0, "SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER)");
|
||||
SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMEPAD) == 0, "SDL_InitSubSystem(SDL_INIT_GAMEPAD)");
|
||||
|
||||
/* Then make sure this implicitly initialized the joystick subsystem */
|
||||
initialized_system = SDL_WasInit(joy_and_controller);
|
||||
@@ -77,7 +77,7 @@ static int main_testImpliedJoystickInit(void *arg)
|
||||
|
||||
/* Then quit the controller, and make sure that implicitly also quits the */
|
||||
/* joystick subsystem */
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
|
||||
initialized_system = SDL_WasInit(joy_and_controller);
|
||||
SDLTest_AssertCheck((initialized_system & joy_and_controller) == 0, "SDL_WasInit() should be false for joystick & controller (%x)", initialized_system);
|
||||
|
||||
@@ -91,7 +91,7 @@ static int main_testImpliedJoystickQuit(void *arg)
|
||||
/* First initialize the controller and the joystick (explicitly) */
|
||||
SDLTest_AssertCheck((SDL_WasInit(joy_and_controller) & joy_and_controller) == 0, "SDL_WasInit() before init should be false for joystick & controller");
|
||||
SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_JOYSTICK) == 0, "SDL_InitSubSystem(SDL_INIT_JOYSTICK)");
|
||||
SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) == 0, "SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER)");
|
||||
SDLTest_AssertCheck(SDL_InitSubSystem(SDL_INIT_GAMEPAD) == 0, "SDL_InitSubSystem(SDL_INIT_GAMEPAD)");
|
||||
|
||||
/* Then make sure they're both initialized properly */
|
||||
initialized_system = SDL_WasInit(joy_and_controller);
|
||||
@@ -99,7 +99,7 @@ static int main_testImpliedJoystickQuit(void *arg)
|
||||
|
||||
/* Then quit the controller, and make sure that it does NOT quit the */
|
||||
/* explicitly initialized joystick subsystem. */
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
SDL_QuitSubSystem(SDL_INIT_GAMEPAD);
|
||||
initialized_system = SDL_WasInit(joy_and_controller);
|
||||
SDLTest_AssertCheck((initialized_system & joy_and_controller) == SDL_INIT_JOYSTICK, "SDL_WasInit() should be false for joystick & controller (%x)", initialized_system);
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
freely.
|
||||
*/
|
||||
|
||||
/* Simple program to test the SDL game controller routines */
|
||||
/* Simple program to test the SDL gamepad routines */
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
@@ -26,37 +26,37 @@
|
||||
#define BUTTON_SIZE 50
|
||||
#define AXIS_SIZE 50
|
||||
|
||||
/* This is indexed by SDL_GameControllerButton. */
|
||||
/* This is indexed by SDL_GamepadButton. */
|
||||
static const struct
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
} button_positions[] = {
|
||||
{ 387, 167 }, /* SDL_CONTROLLER_BUTTON_A */
|
||||
{ 431, 132 }, /* SDL_CONTROLLER_BUTTON_B */
|
||||
{ 342, 132 }, /* SDL_CONTROLLER_BUTTON_X */
|
||||
{ 389, 101 }, /* SDL_CONTROLLER_BUTTON_Y */
|
||||
{ 174, 132 }, /* SDL_CONTROLLER_BUTTON_BACK */
|
||||
{ 232, 128 }, /* SDL_CONTROLLER_BUTTON_GUIDE */
|
||||
{ 289, 132 }, /* SDL_CONTROLLER_BUTTON_START */
|
||||
{ 75, 154 }, /* SDL_CONTROLLER_BUTTON_LEFTSTICK */
|
||||
{ 305, 230 }, /* SDL_CONTROLLER_BUTTON_RIGHTSTICK */
|
||||
{ 77, 40 }, /* SDL_CONTROLLER_BUTTON_LEFTSHOULDER */
|
||||
{ 396, 36 }, /* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER */
|
||||
{ 154, 188 }, /* SDL_CONTROLLER_BUTTON_DPAD_UP */
|
||||
{ 154, 249 }, /* SDL_CONTROLLER_BUTTON_DPAD_DOWN */
|
||||
{ 116, 217 }, /* SDL_CONTROLLER_BUTTON_DPAD_LEFT */
|
||||
{ 186, 217 }, /* SDL_CONTROLLER_BUTTON_DPAD_RIGHT */
|
||||
{ 232, 174 }, /* SDL_CONTROLLER_BUTTON_MISC1 */
|
||||
{ 132, 135 }, /* SDL_CONTROLLER_BUTTON_PADDLE1 */
|
||||
{ 330, 135 }, /* SDL_CONTROLLER_BUTTON_PADDLE2 */
|
||||
{ 132, 175 }, /* SDL_CONTROLLER_BUTTON_PADDLE3 */
|
||||
{ 330, 175 }, /* SDL_CONTROLLER_BUTTON_PADDLE4 */
|
||||
{ 0, 0 }, /* SDL_CONTROLLER_BUTTON_TOUCHPAD */
|
||||
{ 387, 167 }, /* SDL_GAMEPAD_BUTTON_A */
|
||||
{ 431, 132 }, /* SDL_GAMEPAD_BUTTON_B */
|
||||
{ 342, 132 }, /* SDL_GAMEPAD_BUTTON_X */
|
||||
{ 389, 101 }, /* SDL_GAMEPAD_BUTTON_Y */
|
||||
{ 174, 132 }, /* SDL_GAMEPAD_BUTTON_BACK */
|
||||
{ 232, 128 }, /* SDL_GAMEPAD_BUTTON_GUIDE */
|
||||
{ 289, 132 }, /* SDL_GAMEPAD_BUTTON_START */
|
||||
{ 75, 154 }, /* SDL_GAMEPAD_BUTTON_LEFT_STICK */
|
||||
{ 305, 230 }, /* SDL_GAMEPAD_BUTTON_RIGHT_STICK */
|
||||
{ 77, 40 }, /* SDL_GAMEPAD_BUTTON_LEFT_SHOULDER */
|
||||
{ 396, 36 }, /* SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER */
|
||||
{ 154, 188 }, /* SDL_GAMEPAD_BUTTON_DPAD_UP */
|
||||
{ 154, 249 }, /* SDL_GAMEPAD_BUTTON_DPAD_DOWN */
|
||||
{ 116, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
|
||||
{ 186, 217 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
|
||||
{ 232, 174 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
|
||||
{ 132, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
|
||||
{ 330, 135 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
|
||||
{ 132, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
|
||||
{ 330, 175 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
|
||||
{ 0, 0 }, /* SDL_GAMEPAD_BUTTON_TOUCHPAD */
|
||||
};
|
||||
SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_CONTROLLER_BUTTON_MAX);
|
||||
SDL_COMPILE_TIME_ASSERT(button_positions, SDL_arraysize(button_positions) == SDL_GAMEPAD_BUTTON_MAX);
|
||||
|
||||
/* This is indexed by SDL_GameControllerAxis. */
|
||||
/* This is indexed by SDL_GamepadAxis. */
|
||||
static const struct
|
||||
{
|
||||
int x;
|
||||
@@ -70,7 +70,7 @@ static const struct
|
||||
{ 91, -20, 0.0 }, /* TRIGGERLEFT */
|
||||
{ 375, -20, 0.0 }, /* TRIGGERRIGHT */
|
||||
};
|
||||
SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_CONTROLLER_AXIS_MAX);
|
||||
SDL_COMPILE_TIME_ASSERT(axis_positions, SDL_arraysize(axis_positions) == SDL_GAMEPAD_AXIS_MAX);
|
||||
|
||||
/* This is indexed by SDL_JoystickPowerLevel + 1. */
|
||||
static const char *power_level_strings[] = {
|
||||
@@ -90,14 +90,14 @@ static SDL_bool done = SDL_FALSE;
|
||||
static SDL_bool set_LED = SDL_FALSE;
|
||||
static int trigger_effect = 0;
|
||||
static SDL_Texture *background_front, *background_back, *button_texture, *axis_texture;
|
||||
static SDL_GameController *gamecontroller;
|
||||
static SDL_GameController **gamecontrollers;
|
||||
static int num_controllers = 0;
|
||||
static SDL_Gamepad *gamepad;
|
||||
static SDL_Gamepad **gamepads;
|
||||
static int num_gamepads = 0;
|
||||
static SDL_Joystick *virtual_joystick = NULL;
|
||||
static SDL_GameControllerAxis virtual_axis_active = SDL_CONTROLLER_AXIS_INVALID;
|
||||
static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
|
||||
static int virtual_axis_start_x;
|
||||
static int virtual_axis_start_y;
|
||||
static SDL_GameControllerButton virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
|
||||
|
||||
static void UpdateWindowTitle()
|
||||
{
|
||||
@@ -105,10 +105,10 @@ static void UpdateWindowTitle()
|
||||
return;
|
||||
}
|
||||
|
||||
if (gamecontroller) {
|
||||
const char *name = SDL_GameControllerName(gamecontroller);
|
||||
const char *serial = SDL_GameControllerGetSerial(gamecontroller);
|
||||
const char *basetitle = "Game Controller Test: ";
|
||||
if (gamepad) {
|
||||
const char *name = SDL_GetGamepadName(gamepad);
|
||||
const char *serial = SDL_GetGamepadSerial(gamepad);
|
||||
const char *basetitle = "Gamepad Test: ";
|
||||
const size_t titlelen = SDL_strlen(basetitle) + (name ? SDL_strlen(name) : 0) + (serial ? 3 + SDL_strlen(serial) : 0) + 1;
|
||||
char *title = (char *)SDL_malloc(titlelen);
|
||||
|
||||
@@ -129,7 +129,7 @@ static void UpdateWindowTitle()
|
||||
SDL_free(title);
|
||||
}
|
||||
} else {
|
||||
SDL_SetWindowTitle(window, "Waiting for controller...");
|
||||
SDL_SetWindowTitle(window, "Waiting for gamepad...");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -153,23 +153,23 @@ static const char *GetSensorName(SDL_SensorType sensor)
|
||||
}
|
||||
}
|
||||
|
||||
static int FindController(SDL_JoystickID controller_id)
|
||||
static int FindGamepad(SDL_JoystickID gamepad_id)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < num_controllers; ++i) {
|
||||
if (controller_id == SDL_GetJoystickInstanceID(SDL_GameControllerGetJoystick(gamecontrollers[i]))) {
|
||||
for (i = 0; i < num_gamepads; ++i) {
|
||||
if (gamepad_id == SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(gamepads[i]))) {
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
static void AddController(int device_index, SDL_bool verbose)
|
||||
static void AddGamepad(int device_index, SDL_bool verbose)
|
||||
{
|
||||
SDL_JoystickID controller_id = SDL_GetJoystickDeviceInstanceID(device_index);
|
||||
SDL_GameController *controller;
|
||||
SDL_GameController **controllers;
|
||||
SDL_JoystickID gamepad_id = SDL_GetJoystickDeviceInstanceID(device_index);
|
||||
SDL_Gamepad **new_gamepads;
|
||||
SDL_Gamepad *new_gamepad;
|
||||
Uint16 firmware_version;
|
||||
SDL_SensorType sensors[] = {
|
||||
SDL_SENSOR_ACCEL,
|
||||
@@ -181,41 +181,41 @@ static void AddController(int device_index, SDL_bool verbose)
|
||||
};
|
||||
unsigned int i;
|
||||
|
||||
controller_id = SDL_GetJoystickDeviceInstanceID(device_index);
|
||||
if (controller_id < 0) {
|
||||
SDL_Log("Couldn't get controller ID: %s\n", SDL_GetError());
|
||||
gamepad_id = SDL_GetJoystickDeviceInstanceID(device_index);
|
||||
if (gamepad_id < 0) {
|
||||
SDL_Log("Couldn't get gamepad ID: %s\n", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
if (FindController(controller_id) >= 0) {
|
||||
/* We already have this controller */
|
||||
if (FindGamepad(gamepad_id) >= 0) {
|
||||
/* We already have this gamepad */
|
||||
return;
|
||||
}
|
||||
|
||||
controller = SDL_GameControllerOpen(device_index);
|
||||
if (controller == NULL) {
|
||||
SDL_Log("Couldn't open controller: %s\n", SDL_GetError());
|
||||
new_gamepad = SDL_OpenGamepad(device_index);
|
||||
if (new_gamepad == NULL) {
|
||||
SDL_Log("Couldn't open gamepad: %s\n", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
controllers = (SDL_GameController **)SDL_realloc(gamecontrollers, (num_controllers + 1) * sizeof(*controllers));
|
||||
if (controllers == NULL) {
|
||||
SDL_GameControllerClose(controller);
|
||||
new_gamepads = (SDL_Gamepad **)SDL_realloc(gamepads, (num_gamepads + 1) * sizeof(*gamepads));
|
||||
if (new_gamepads == NULL) {
|
||||
SDL_CloseGamepad(gamepad);
|
||||
return;
|
||||
}
|
||||
|
||||
controllers[num_controllers++] = controller;
|
||||
gamecontrollers = controllers;
|
||||
gamecontroller = controller;
|
||||
new_gamepads[num_gamepads++] = new_gamepad;
|
||||
gamepads = new_gamepads;
|
||||
gamepad = new_gamepad;
|
||||
trigger_effect = 0;
|
||||
|
||||
if (verbose) {
|
||||
const char *name = SDL_GameControllerName(gamecontroller);
|
||||
const char *path = SDL_GameControllerPath(gamecontroller);
|
||||
SDL_Log("Opened game controller %s%s%s\n", name, path ? ", " : "", path ? path : "");
|
||||
const char *name = SDL_GetGamepadName(gamepad);
|
||||
const char *path = SDL_GetGamepadPath(gamepad);
|
||||
SDL_Log("Opened gamepad %s%s%s\n", name, path ? ", " : "", path ? path : "");
|
||||
}
|
||||
|
||||
firmware_version = SDL_GameControllerGetFirmwareVersion(gamecontroller);
|
||||
firmware_version = SDL_GetGamepadFirmwareVersion(gamepad);
|
||||
if (firmware_version) {
|
||||
if (verbose) {
|
||||
SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
|
||||
@@ -225,58 +225,58 @@ static void AddController(int device_index, SDL_bool verbose)
|
||||
for (i = 0; i < SDL_arraysize(sensors); ++i) {
|
||||
SDL_SensorType sensor = sensors[i];
|
||||
|
||||
if (SDL_GameControllerHasSensor(gamecontroller, sensor)) {
|
||||
if (SDL_GamepadHasSensor(gamepad, sensor)) {
|
||||
if (verbose) {
|
||||
SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GameControllerGetSensorDataRate(gamecontroller, sensor));
|
||||
SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
|
||||
}
|
||||
SDL_GameControllerSetSensorEnabled(gamecontroller, sensor, SDL_TRUE);
|
||||
SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
if (SDL_GameControllerHasRumble(gamecontroller)) {
|
||||
if (SDL_GamepadHasRumble(gamepad)) {
|
||||
SDL_Log("Rumble supported");
|
||||
}
|
||||
|
||||
if (SDL_GameControllerHasRumbleTriggers(gamecontroller)) {
|
||||
if (SDL_GamepadHasRumbleTriggers(gamepad)) {
|
||||
SDL_Log("Trigger rumble supported");
|
||||
}
|
||||
|
||||
UpdateWindowTitle();
|
||||
}
|
||||
|
||||
static void SetController(SDL_JoystickID controller)
|
||||
static void SetGamepad(SDL_JoystickID gamepad_id)
|
||||
{
|
||||
int i = FindController(controller);
|
||||
int i = FindGamepad(gamepad_id);
|
||||
|
||||
if (i < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (gamecontroller != gamecontrollers[i]) {
|
||||
gamecontroller = gamecontrollers[i];
|
||||
if (gamepad != gamepads[i]) {
|
||||
gamepad = gamepads[i];
|
||||
UpdateWindowTitle();
|
||||
}
|
||||
}
|
||||
|
||||
static void DelController(SDL_JoystickID controller)
|
||||
static void DelGamepad(SDL_JoystickID gamepad_id)
|
||||
{
|
||||
int i = FindController(controller);
|
||||
int i = FindGamepad(gamepad_id);
|
||||
|
||||
if (i < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_GameControllerClose(gamecontrollers[i]);
|
||||
SDL_CloseGamepad(gamepads[i]);
|
||||
|
||||
--num_controllers;
|
||||
if (i < num_controllers) {
|
||||
SDL_memcpy(&gamecontrollers[i], &gamecontrollers[i + 1], (num_controllers - i) * sizeof(*gamecontrollers));
|
||||
--num_gamepads;
|
||||
if (i < num_gamepads) {
|
||||
SDL_memcpy(&gamepads[i], &gamepads[i + 1], (num_gamepads - i) * sizeof(*gamepads));
|
||||
}
|
||||
|
||||
if (num_controllers > 0) {
|
||||
gamecontroller = gamecontrollers[0];
|
||||
if (num_gamepads > 0) {
|
||||
gamepad = gamepads[0];
|
||||
} else {
|
||||
gamecontroller = NULL;
|
||||
gamepad = NULL;
|
||||
}
|
||||
UpdateWindowTitle();
|
||||
}
|
||||
@@ -339,7 +339,7 @@ static void CyclePS5TriggerEffect()
|
||||
state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
|
||||
SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
|
||||
SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
|
||||
SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state));
|
||||
SDL_SendGamepadEffect(gamepad, &state, sizeof(state));
|
||||
}
|
||||
|
||||
static SDL_bool ShowingFront()
|
||||
@@ -347,10 +347,10 @@ static SDL_bool ShowingFront()
|
||||
SDL_bool showing_front = SDL_TRUE;
|
||||
int i;
|
||||
|
||||
if (gamecontroller) {
|
||||
/* Show the back of the controller if the paddles are being held */
|
||||
for (i = SDL_CONTROLLER_BUTTON_PADDLE1; i <= SDL_CONTROLLER_BUTTON_PADDLE4; ++i) {
|
||||
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
|
||||
if (gamepad) {
|
||||
/* Show the back of the gamepad if the paddles are being held */
|
||||
for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
|
||||
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
|
||||
showing_front = SDL_FALSE;
|
||||
break;
|
||||
}
|
||||
@@ -362,30 +362,30 @@ static SDL_bool ShowingFront()
|
||||
return showing_front;
|
||||
}
|
||||
|
||||
static void SDLCALL VirtualControllerSetPlayerIndex(void *userdata, int player_index)
|
||||
static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_index)
|
||||
{
|
||||
SDL_Log("Virtual Controller: player index set to %d\n", player_index);
|
||||
SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
|
||||
}
|
||||
|
||||
static int SDLCALL VirtualControllerRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
|
||||
static int SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
|
||||
{
|
||||
SDL_Log("Virtual Controller: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
|
||||
SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int SDLCALL VirtualControllerRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
|
||||
static int SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
|
||||
{
|
||||
SDL_Log("Virtual Controller: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
|
||||
SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int SDLCALL VirtualControllerSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
|
||||
static int SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
|
||||
{
|
||||
SDL_Log("Virtual Controller: LED set to RGB %d,%d,%d\n", red, green, blue);
|
||||
SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void OpenVirtualController()
|
||||
static void OpenVirtualGamepad()
|
||||
{
|
||||
SDL_VirtualJoystickDesc desc;
|
||||
int virtual_index;
|
||||
@@ -393,12 +393,12 @@ static void OpenVirtualController()
|
||||
SDL_zero(desc);
|
||||
desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
|
||||
desc.type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
|
||||
desc.naxes = SDL_CONTROLLER_AXIS_MAX;
|
||||
desc.nbuttons = SDL_CONTROLLER_BUTTON_MAX;
|
||||
desc.SetPlayerIndex = VirtualControllerSetPlayerIndex;
|
||||
desc.Rumble = VirtualControllerRumble;
|
||||
desc.RumbleTriggers = VirtualControllerRumbleTriggers;
|
||||
desc.SetLED = VirtualControllerSetLED;
|
||||
desc.naxes = SDL_GAMEPAD_AXIS_MAX;
|
||||
desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
|
||||
desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
|
||||
desc.Rumble = VirtualGamepadRumble;
|
||||
desc.RumbleTriggers = VirtualGamepadRumbleTriggers;
|
||||
desc.SetLED = VirtualGamepadSetLED;
|
||||
|
||||
virtual_index = SDL_AttachVirtualJoystickEx(&desc);
|
||||
if (virtual_index < 0) {
|
||||
@@ -411,7 +411,7 @@ static void OpenVirtualController()
|
||||
}
|
||||
}
|
||||
|
||||
static void CloseVirtualController()
|
||||
static void CloseVirtualGamepad()
|
||||
{
|
||||
int i;
|
||||
|
||||
@@ -427,7 +427,7 @@ static void CloseVirtualController()
|
||||
}
|
||||
}
|
||||
|
||||
static SDL_GameControllerButton FindButtonAtPosition(int x, int y)
|
||||
static SDL_GamepadButton FindButtonAtPosition(int x, int y)
|
||||
{
|
||||
SDL_Point point;
|
||||
int i;
|
||||
@@ -435,8 +435,8 @@ static SDL_GameControllerButton FindButtonAtPosition(int x, int y)
|
||||
|
||||
point.x = x;
|
||||
point.y = y;
|
||||
for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
|
||||
SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
|
||||
for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
|
||||
SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
|
||||
if (on_front == showing_front) {
|
||||
SDL_Rect rect;
|
||||
rect.x = button_positions[i].x;
|
||||
@@ -444,14 +444,14 @@ static SDL_GameControllerButton FindButtonAtPosition(int x, int y)
|
||||
rect.w = BUTTON_SIZE;
|
||||
rect.h = BUTTON_SIZE;
|
||||
if (SDL_PointInRect(&point, &rect)) {
|
||||
return (SDL_GameControllerButton)i;
|
||||
return (SDL_GamepadButton)i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return SDL_CONTROLLER_BUTTON_INVALID;
|
||||
return SDL_GAMEPAD_BUTTON_INVALID;
|
||||
}
|
||||
|
||||
static SDL_GameControllerAxis FindAxisAtPosition(int x, int y)
|
||||
static SDL_GamepadAxis FindAxisAtPosition(int x, int y)
|
||||
{
|
||||
SDL_Point point;
|
||||
int i;
|
||||
@@ -459,7 +459,7 @@ static SDL_GameControllerAxis FindAxisAtPosition(int x, int y)
|
||||
|
||||
point.x = x;
|
||||
point.y = y;
|
||||
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
|
||||
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
|
||||
if (showing_front) {
|
||||
SDL_Rect rect;
|
||||
rect.x = axis_positions[i].x;
|
||||
@@ -467,29 +467,29 @@ static SDL_GameControllerAxis FindAxisAtPosition(int x, int y)
|
||||
rect.w = AXIS_SIZE;
|
||||
rect.h = AXIS_SIZE;
|
||||
if (SDL_PointInRect(&point, &rect)) {
|
||||
return (SDL_GameControllerAxis)i;
|
||||
return (SDL_GamepadAxis)i;
|
||||
}
|
||||
}
|
||||
}
|
||||
return SDL_CONTROLLER_AXIS_INVALID;
|
||||
return SDL_GAMEPAD_AXIS_INVALID;
|
||||
}
|
||||
|
||||
static void VirtualControllerMouseMotion(int x, int y)
|
||||
static void VirtualGamepadMouseMotion(int x, int y)
|
||||
{
|
||||
if (virtual_button_active != SDL_CONTROLLER_BUTTON_INVALID) {
|
||||
if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
|
||||
if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
|
||||
if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
|
||||
const int MOVING_DISTANCE = 2;
|
||||
if (SDL_abs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
|
||||
SDL_abs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
|
||||
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
|
||||
virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
|
||||
if (virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
|
||||
virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
|
||||
if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
|
||||
if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
|
||||
virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
|
||||
int range = (SDL_JOYSTICK_AXIS_MAX - SDL_JOYSTICK_AXIS_MIN);
|
||||
float distance = SDL_clamp(((float)y - virtual_axis_start_y) / AXIS_SIZE, 0.0f, 1.0f);
|
||||
Sint16 value = (Sint16)(SDL_JOYSTICK_AXIS_MIN + (distance * range));
|
||||
@@ -515,41 +515,41 @@ static void VirtualControllerMouseMotion(int x, int y)
|
||||
}
|
||||
}
|
||||
|
||||
static void VirtualControllerMouseDown(int x, int y)
|
||||
static void VirtualGamepadMouseDown(int x, int y)
|
||||
{
|
||||
SDL_GameControllerButton button;
|
||||
SDL_GameControllerAxis axis;
|
||||
SDL_GamepadButton button;
|
||||
SDL_GamepadAxis axis;
|
||||
|
||||
button = FindButtonAtPosition(x, y);
|
||||
if (button != SDL_CONTROLLER_BUTTON_INVALID) {
|
||||
if (button != SDL_GAMEPAD_BUTTON_INVALID) {
|
||||
virtual_button_active = button;
|
||||
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
|
||||
}
|
||||
|
||||
axis = FindAxisAtPosition(x, y);
|
||||
if (axis != SDL_CONTROLLER_AXIS_INVALID) {
|
||||
if (axis != SDL_GAMEPAD_AXIS_INVALID) {
|
||||
virtual_axis_active = axis;
|
||||
virtual_axis_start_x = x;
|
||||
virtual_axis_start_y = y;
|
||||
}
|
||||
}
|
||||
|
||||
static void VirtualControllerMouseUp(int x, int y)
|
||||
static void VirtualGamepadMouseUp(int x, int y)
|
||||
{
|
||||
if (virtual_button_active != SDL_CONTROLLER_BUTTON_INVALID) {
|
||||
if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
|
||||
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
|
||||
virtual_button_active = SDL_CONTROLLER_BUTTON_INVALID;
|
||||
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
|
||||
}
|
||||
|
||||
if (virtual_axis_active != SDL_CONTROLLER_AXIS_INVALID) {
|
||||
if (virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
|
||||
virtual_axis_active == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
|
||||
if (virtual_axis_active != SDL_GAMEPAD_AXIS_INVALID) {
|
||||
if (virtual_axis_active == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
|
||||
virtual_axis_active == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
|
||||
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, SDL_JOYSTICK_AXIS_MIN);
|
||||
} else {
|
||||
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active, 0);
|
||||
SDL_SetJoystickVirtualAxis(virtual_joystick, virtual_axis_active + 1, 0);
|
||||
}
|
||||
virtual_axis_active = SDL_CONTROLLER_AXIS_INVALID;
|
||||
virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -565,24 +565,24 @@ void loop(void *arg)
|
||||
/* Process all currently pending events */
|
||||
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
|
||||
switch (event.type) {
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
SDL_Log("Game controller device %d added.\n", (int)SDL_GetJoystickDeviceInstanceID(event.cdevice.which));
|
||||
AddController(event.cdevice.which, SDL_TRUE);
|
||||
case SDL_GAMEPADADDED:
|
||||
SDL_Log("Gamepad device %d added.\n", (int)SDL_GetJoystickDeviceInstanceID(event.cdevice.which));
|
||||
AddGamepad(event.cdevice.which, SDL_TRUE);
|
||||
break;
|
||||
|
||||
case SDL_CONTROLLERDEVICEREMOVED:
|
||||
SDL_Log("Game controller device %d removed.\n", (int)event.cdevice.which);
|
||||
DelController(event.cdevice.which);
|
||||
case SDL_GAMEPADREMOVED:
|
||||
SDL_Log("Gamepad device %d removed.\n", (int)event.cdevice.which);
|
||||
DelGamepad(event.cdevice.which);
|
||||
break;
|
||||
|
||||
case SDL_CONTROLLERTOUCHPADDOWN:
|
||||
case SDL_CONTROLLERTOUCHPADMOTION:
|
||||
case SDL_CONTROLLERTOUCHPADUP:
|
||||
SDL_Log("Controller %" SDL_PRIs32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
|
||||
case SDL_GAMEPADTOUCHPADDOWN:
|
||||
case SDL_GAMEPADTOUCHPADMOTION:
|
||||
case SDL_GAMEPADTOUCHPADUP:
|
||||
SDL_Log("Gamepad %" SDL_PRIs32 " touchpad %" SDL_PRIs32 " finger %" SDL_PRIs32 " %s %.2f, %.2f, %.2f\n",
|
||||
event.ctouchpad.which,
|
||||
event.ctouchpad.touchpad,
|
||||
event.ctouchpad.finger,
|
||||
(event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" : (event.type == SDL_CONTROLLERTOUCHPADUP ? "released at" : "moved to")),
|
||||
(event.type == SDL_GAMEPADTOUCHPADDOWN ? "pressed at" : (event.type == SDL_GAMEPADTOUCHPADUP ? "released at" : "moved to")),
|
||||
event.ctouchpad.x,
|
||||
event.ctouchpad.y,
|
||||
event.ctouchpad.pressure);
|
||||
@@ -590,8 +590,8 @@ void loop(void *arg)
|
||||
|
||||
#define VERBOSE_SENSORS
|
||||
#ifdef VERBOSE_SENSORS
|
||||
case SDL_CONTROLLERSENSORUPDATE:
|
||||
SDL_Log("Controller %" SDL_PRIs32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
|
||||
case SDL_GAMEPADSENSORUPDATE:
|
||||
SDL_Log("Gamepad %" SDL_PRIs32 " sensor %s: %.2f, %.2f, %.2f (%" SDL_PRIu64 ")\n",
|
||||
event.csensor.which,
|
||||
GetSensorName((SDL_SensorType)event.csensor.sensor),
|
||||
event.csensor.data[0],
|
||||
@@ -603,66 +603,66 @@ void loop(void *arg)
|
||||
|
||||
#define VERBOSE_AXES
|
||||
#ifdef VERBOSE_AXES
|
||||
case SDL_CONTROLLERAXISMOTION:
|
||||
case SDL_GAMEPADAXISMOTION:
|
||||
if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
|
||||
SetController(event.caxis.which);
|
||||
SetGamepad(event.caxis.which);
|
||||
}
|
||||
SDL_Log("Controller %" SDL_PRIs32 " axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
|
||||
SDL_Log("Gamepad %" SDL_PRIs32 " axis %s changed to %d\n", event.caxis.which, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)event.caxis.axis), event.caxis.value);
|
||||
break;
|
||||
#endif /* VERBOSE_AXES */
|
||||
|
||||
case SDL_CONTROLLERBUTTONDOWN:
|
||||
case SDL_CONTROLLERBUTTONUP:
|
||||
if (event.type == SDL_CONTROLLERBUTTONDOWN) {
|
||||
SetController(event.cbutton.which);
|
||||
case SDL_GAMEPADBUTTONDOWN:
|
||||
case SDL_GAMEPADBUTTONUP:
|
||||
if (event.type == SDL_GAMEPADBUTTONDOWN) {
|
||||
SetGamepad(event.cbutton.which);
|
||||
}
|
||||
SDL_Log("Controller %" SDL_PRIs32 " button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
|
||||
SDL_Log("Gamepad %" SDL_PRIs32 " button %s %s\n", event.cbutton.which, SDL_GetGamepadStringForButton((SDL_GamepadButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
|
||||
|
||||
/* Cycle PS5 trigger effects when the microphone button is pressed */
|
||||
if (event.type == SDL_CONTROLLERBUTTONDOWN &&
|
||||
event.cbutton.button == SDL_CONTROLLER_BUTTON_MISC1 &&
|
||||
SDL_GameControllerGetType(gamecontroller) == SDL_CONTROLLER_TYPE_PS5) {
|
||||
if (event.type == SDL_GAMEPADBUTTONDOWN &&
|
||||
event.cbutton.button == SDL_GAMEPAD_BUTTON_MISC1 &&
|
||||
SDL_GetGamepadType(gamepad) == SDL_GAMEPAD_TYPE_PS5) {
|
||||
CyclePS5TriggerEffect();
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_JOYBATTERYUPDATED:
|
||||
SDL_Log("Controller %" SDL_PRIs32 " battery state changed to %s\n", event.jbattery.which, power_level_strings[event.jbattery.level + 1]);
|
||||
SDL_Log("Gamepad %" SDL_PRIs32 " battery state changed to %s\n", event.jbattery.which, power_level_strings[event.jbattery.level + 1]);
|
||||
break;
|
||||
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
if (virtual_joystick) {
|
||||
VirtualControllerMouseDown(event.button.x, event.button.y);
|
||||
VirtualGamepadMouseDown(event.button.x, event.button.y);
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (virtual_joystick) {
|
||||
VirtualControllerMouseUp(event.button.x, event.button.y);
|
||||
VirtualGamepadMouseUp(event.button.x, event.button.y);
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_MOUSEMOTION:
|
||||
if (virtual_joystick) {
|
||||
VirtualControllerMouseMotion(event.motion.x, event.motion.y);
|
||||
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
|
||||
}
|
||||
break;
|
||||
|
||||
case SDL_KEYDOWN:
|
||||
if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
|
||||
if (gamecontroller) {
|
||||
if (gamepad) {
|
||||
int player_index = (event.key.keysym.sym - SDLK_0);
|
||||
|
||||
SDL_GameControllerSetPlayerIndex(gamecontroller, player_index);
|
||||
SDL_SetGamepadPlayerIndex(gamepad, player_index);
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (event.key.keysym.sym == SDLK_a) {
|
||||
OpenVirtualController();
|
||||
OpenVirtualGamepad();
|
||||
break;
|
||||
}
|
||||
if (event.key.keysym.sym == SDLK_d) {
|
||||
CloseVirtualController();
|
||||
CloseVirtualGamepad();
|
||||
break;
|
||||
}
|
||||
if (event.key.keysym.sym != SDLK_ESCAPE) {
|
||||
@@ -684,11 +684,11 @@ void loop(void *arg)
|
||||
SDL_RenderClear(screen);
|
||||
SDL_RenderTexture(screen, showing_front ? background_front : background_back, NULL, NULL);
|
||||
|
||||
if (gamecontroller) {
|
||||
/* Update visual controller state */
|
||||
for (i = 0; i < SDL_CONTROLLER_BUTTON_TOUCHPAD; ++i) {
|
||||
if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
|
||||
SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
|
||||
if (gamepad) {
|
||||
/* Update visual gamepad state */
|
||||
for (i = 0; i < SDL_GAMEPAD_BUTTON_TOUCHPAD; ++i) {
|
||||
if (SDL_GetGamepadButton(gamepad, (SDL_GamepadButton)i) == SDL_PRESSED) {
|
||||
SDL_bool on_front = (i < SDL_GAMEPAD_BUTTON_PADDLE1 || i > SDL_GAMEPAD_BUTTON_PADDLE4);
|
||||
if (on_front == showing_front) {
|
||||
SDL_Rect dst;
|
||||
dst.x = button_positions[i].x;
|
||||
@@ -701,9 +701,9 @@ void loop(void *arg)
|
||||
}
|
||||
|
||||
if (showing_front) {
|
||||
for (i = 0; i < SDL_CONTROLLER_AXIS_MAX; ++i) {
|
||||
for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
|
||||
const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
|
||||
const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
|
||||
const Sint16 value = SDL_GetGamepadAxis(gamepad, (SDL_GamepadAxis)(i));
|
||||
if (value < -deadzone) {
|
||||
const double angle = axis_positions[i].angle;
|
||||
SDL_Rect dst;
|
||||
@@ -726,8 +726,8 @@ void loop(void *arg)
|
||||
|
||||
/* Update LED based on left thumbstick position */
|
||||
{
|
||||
Sint16 x = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTX);
|
||||
Sint16 y = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
|
||||
Sint16 x = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTX);
|
||||
Sint16 y = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
|
||||
|
||||
if (!set_LED) {
|
||||
set_LED = (x < -8000 || x > 8000 || y > 8000);
|
||||
@@ -748,28 +748,28 @@ void loop(void *arg)
|
||||
g = 0;
|
||||
}
|
||||
|
||||
SDL_GameControllerSetLED(gamecontroller, r, g, b);
|
||||
SDL_SetGamepadLED(gamepad, r, g, b);
|
||||
}
|
||||
}
|
||||
|
||||
if (trigger_effect == 0) {
|
||||
/* Update rumble based on trigger state */
|
||||
{
|
||||
Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
|
||||
Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
|
||||
Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFT_TRIGGER);
|
||||
Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
|
||||
Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
|
||||
Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
|
||||
SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
|
||||
SDL_RumbleGamepad(gamepad, low_frequency_rumble, high_frequency_rumble, 250);
|
||||
}
|
||||
|
||||
/* Update trigger rumble based on thumbstick state */
|
||||
{
|
||||
Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
|
||||
Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
Sint16 left = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_LEFTY);
|
||||
Sint16 right = SDL_GetGamepadAxis(gamepad, SDL_GAMEPAD_AXIS_RIGHTY);
|
||||
Uint16 left_rumble = ConvertAxisToRumble(~left);
|
||||
Uint16 right_rumble = ConvertAxisToRumble(~right);
|
||||
|
||||
SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250);
|
||||
SDL_RumbleGamepadTriggers(gamepad, left_rumble, right_rumble, 250);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -786,8 +786,8 @@ void loop(void *arg)
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
int i;
|
||||
int controller_count = 0;
|
||||
int controller_index = 0;
|
||||
int gamepad_count = 0;
|
||||
int gamepad_index = 0;
|
||||
char guid[64];
|
||||
|
||||
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
|
||||
@@ -802,18 +802,18 @@ int main(int argc, char *argv[])
|
||||
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
|
||||
|
||||
/* Initialize SDL (Note: video is required to start event loop) */
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD) < 0) {
|
||||
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
|
||||
SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt");
|
||||
|
||||
/* Print information about the mappings */
|
||||
if (argv[1] && SDL_strcmp(argv[1], "--mappings") == 0) {
|
||||
SDL_Log("Supported mappings:\n");
|
||||
for (i = 0; i < SDL_GameControllerNumMappings(); ++i) {
|
||||
char *mapping = SDL_GameControllerMappingForIndex(i);
|
||||
for (i = 0; i < SDL_GetNumGamepadMappings(); ++i) {
|
||||
char *mapping = SDL_GetGamepadMappingForIndex(i);
|
||||
if (mapping) {
|
||||
SDL_Log("\t%s\n", mapping);
|
||||
SDL_free(mapping);
|
||||
@@ -822,7 +822,7 @@ int main(int argc, char *argv[])
|
||||
SDL_Log("\n");
|
||||
}
|
||||
|
||||
/* Print information about the controller */
|
||||
/* Print information about the gamepad */
|
||||
for (i = 0; i < SDL_GetNumJoysticks(); ++i) {
|
||||
const char *name;
|
||||
const char *path;
|
||||
@@ -831,48 +831,48 @@ int main(int argc, char *argv[])
|
||||
SDL_GetJoystickGUIDString(SDL_GetJoystickDeviceGUID(i),
|
||||
guid, sizeof(guid));
|
||||
|
||||
if (SDL_IsGameController(i)) {
|
||||
controller_count++;
|
||||
name = SDL_GameControllerNameForIndex(i);
|
||||
path = SDL_GameControllerPathForIndex(i);
|
||||
switch (SDL_GameControllerTypeForIndex(i)) {
|
||||
case SDL_CONTROLLER_TYPE_AMAZON_LUNA:
|
||||
if (SDL_IsGamepad(i)) {
|
||||
gamepad_count++;
|
||||
name = SDL_GetGamepadNameForIndex(i);
|
||||
path = SDL_GetGamepadPathForIndex(i);
|
||||
switch (SDL_GetGamepadTypeForIndex(i)) {
|
||||
case SDL_GAMEPAD_TYPE_AMAZON_LUNA:
|
||||
description = "Amazon Luna Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_GOOGLE_STADIA:
|
||||
case SDL_GAMEPAD_TYPE_GOOGLE_STADIA:
|
||||
description = "Google Stadia Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT:
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT:
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR:
|
||||
description = "Nintendo Switch Joy-Con";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
|
||||
case SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO:
|
||||
description = "Nintendo Switch Pro Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_PS3:
|
||||
case SDL_GAMEPAD_TYPE_PS3:
|
||||
description = "PS3 Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_PS4:
|
||||
case SDL_GAMEPAD_TYPE_PS4:
|
||||
description = "PS4 Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_PS5:
|
||||
case SDL_GAMEPAD_TYPE_PS5:
|
||||
description = "PS5 Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_XBOX360:
|
||||
case SDL_GAMEPAD_TYPE_XBOX360:
|
||||
description = "XBox 360 Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_XBOXONE:
|
||||
case SDL_GAMEPAD_TYPE_XBOXONE:
|
||||
description = "XBox One Controller";
|
||||
break;
|
||||
case SDL_CONTROLLER_TYPE_VIRTUAL:
|
||||
description = "Virtual Game Controller";
|
||||
case SDL_GAMEPAD_TYPE_VIRTUAL:
|
||||
description = "Virtual Gamepad";
|
||||
break;
|
||||
default:
|
||||
description = "Game Controller";
|
||||
description = "Gamepad";
|
||||
break;
|
||||
}
|
||||
AddController(i, SDL_FALSE);
|
||||
AddGamepad(i, SDL_FALSE);
|
||||
} else {
|
||||
name = SDL_GetJoystickNameForIndex(i);
|
||||
path = SDL_GetJoystickPathForIndex(i);
|
||||
@@ -882,10 +882,10 @@ int main(int argc, char *argv[])
|
||||
description, i, name ? name : "Unknown", path ? ", " : "", path ? path : "", guid,
|
||||
SDL_GetJoystickDeviceVendor(i), SDL_GetJoystickDeviceProduct(i), SDL_GetJoystickDevicePlayerIndex(i));
|
||||
}
|
||||
SDL_Log("There are %d game controller(s) attached (%d joystick(s))\n", controller_count, SDL_GetNumJoysticks());
|
||||
SDL_Log("There are %d gamepad(s) attached (%d joystick(s))\n", gamepad_count, SDL_GetNumJoysticks());
|
||||
|
||||
/* Create a window to display controller state */
|
||||
window = SDL_CreateWindow("Game Controller Test", SDL_WINDOWPOS_CENTERED,
|
||||
/* Create a window to display gamepad state */
|
||||
window = SDL_CreateWindow("Gamepad Test", SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
|
||||
SCREEN_HEIGHT, 0);
|
||||
if (window == NULL) {
|
||||
@@ -907,8 +907,8 @@ int main(int argc, char *argv[])
|
||||
/* scale for platforms that don't give you the window size you asked for. */
|
||||
SDL_SetRenderLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
|
||||
|
||||
background_front = LoadTexture(screen, "controllermap.bmp", SDL_FALSE, NULL, NULL);
|
||||
background_back = LoadTexture(screen, "controllermap_back.bmp", SDL_FALSE, NULL, NULL);
|
||||
background_front = LoadTexture(screen, "gamepadmap.bmp", SDL_FALSE, NULL, NULL);
|
||||
background_back = LoadTexture(screen, "gamepadmap_back.bmp", SDL_FALSE, NULL, NULL);
|
||||
button_texture = LoadTexture(screen, "button.bmp", SDL_TRUE, NULL, NULL);
|
||||
axis_texture = LoadTexture(screen, "axis.bmp", SDL_TRUE, NULL, NULL);
|
||||
|
||||
@@ -925,21 +925,21 @@ int main(int argc, char *argv[])
|
||||
|
||||
for (i = 1; i < argc; ++i) {
|
||||
if (SDL_strcmp(argv[i], "--virtual") == 0) {
|
||||
OpenVirtualController();
|
||||
OpenVirtualGamepad();
|
||||
}
|
||||
if (argv[i] && *argv[i] != '-') {
|
||||
controller_index = SDL_atoi(argv[i]);
|
||||
gamepad_index = SDL_atoi(argv[i]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (controller_index < num_controllers) {
|
||||
gamecontroller = gamecontrollers[controller_index];
|
||||
if (gamepad_index < num_gamepads) {
|
||||
gamepad = gamepads[gamepad_index];
|
||||
} else {
|
||||
gamecontroller = NULL;
|
||||
gamepad = NULL;
|
||||
}
|
||||
UpdateWindowTitle();
|
||||
|
||||
/* Loop, getting controller events! */
|
||||
/* Loop, getting gamepad events! */
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_main_loop_arg(loop, NULL, 0, 1);
|
||||
#else
|
||||
@@ -954,10 +954,10 @@ int main(int argc, char *argv[])
|
||||
CyclePS5TriggerEffect();
|
||||
}
|
||||
|
||||
CloseVirtualController();
|
||||
CloseVirtualGamepad();
|
||||
SDL_DestroyRenderer(screen);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
|
||||
SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMEPAD);
|
||||
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user