Renamed testgamepad to testcontroller
The program does more than just test gamepads, and will eventually map them as well.
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@@ -209,7 +209,7 @@ if(SDL3_TESTS_SUBPROJECT)
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endif()
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add_sdl_test_executable(testfile NONINTERACTIVE SOURCES testfile.c)
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add_sdl_test_executable(testgamepad TESTUTILS SOURCES testgamepad.c gamepadutils.c)
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add_sdl_test_executable(testcontroller TESTUTILS SOURCES testcontroller.c gamepadutils.c)
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add_sdl_test_executable(testgeometry TESTUTILS SOURCES testgeometry.c)
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add_sdl_test_executable(testgl SOURCES testgl.c)
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add_sdl_test_executable(testgles SOURCES testgles.c)
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@@ -10,7 +10,7 @@
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freely.
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*/
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/* Simple program to test the SDL gamepad routines */
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/* Simple program to test the SDL controller routines */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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@@ -46,7 +46,7 @@ static const char *power_level_strings[] = {
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};
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SDL_COMPILE_TIME_ASSERT(power_level_strings, SDL_arraysize(power_level_strings) == SDL_JOYSTICK_POWER_MAX + 1);
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typedef struct
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typedef struct
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{
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SDL_JoystickID id;
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SDL_Joystick *joystick;
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@@ -931,7 +931,7 @@ int main(int argc, char *argv[])
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}
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screen_width = (int)SDL_ceilf(SCREEN_WIDTH * content_scale);
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screen_height = (int)SDL_ceilf(SCREEN_HEIGHT * content_scale);
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window = SDL_CreateWindow("Gamepad Test", screen_width, screen_height, 0);
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window = SDL_CreateWindow("SDL Controller Test", screen_width, screen_height, 0);
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if (window == NULL) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create window: %s\n", SDL_GetError());
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return 2;
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