Relabel back paddles as left or right
The sequence order of the four paddles is not obvious, with SDL and Xbox controllers swapping the order of P2 and P3 relative to each other. If we group them into left and right, then it becomes more obvious. Signed-off-by: Simon McVittie <smcv@collabora.com>
This commit is contained in:
committed by
Sam Lantinga
parent
be884f0c95
commit
efe15588d5
@@ -54,10 +54,10 @@ static const struct
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{ 141, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
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{ 211, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
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{ 257, 199 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
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{ 157, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
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{ 355, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
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{ 157, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
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{ 355, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
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{ 157, 160 }, /* SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 */
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{ 355, 160 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 */
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{ 157, 200 }, /* SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 */
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{ 355, 200 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 */
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};
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/* This is indexed by gamepad element */
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@@ -397,7 +397,7 @@ int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y)
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for (i = 0; i < SDL_arraysize(button_positions); ++i) {
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SDL_bool on_front = SDL_TRUE;
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if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
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if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
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on_front = SDL_FALSE;
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}
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if (on_front == ctx->showing_front) {
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@@ -560,7 +560,7 @@ void RenderGamepadImage(GamepadImage *ctx)
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SDL_GamepadButton button_position = GetRemappedButton(ctx->face_style, (SDL_GamepadButton)i);
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SDL_bool on_front = SDL_TRUE;
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if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
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if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
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on_front = SDL_FALSE;
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}
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if (on_front == ctx->showing_front) {
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@@ -681,10 +681,10 @@ static const char *gamepad_button_names[] = {
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"DPAD Left",
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"DPAD Right",
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"Misc1",
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"Paddle1",
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"Paddle2",
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"Paddle3",
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"Paddle4",
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"Right Paddle 1",
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"Left Paddle 1",
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"Right Paddle 2",
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"Left Paddle 2",
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"Touchpad",
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};
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SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_MAX);
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