Split controller axes into positive and negative sides so each can be bound independently.
Using this a D-Pad can be mapped to a thumbstick and vice versa. Also added support for inverted axes, improving trigger binding support
This commit is contained in:
parent
8f0a0028e6
commit
c6e0424049
7 changed files with 609 additions and 340 deletions
BIN
test/axis.bmp
BIN
test/axis.bmp
Binary file not shown.
Before Width: | Height: | Size: 3.7 KiB After Width: | Height: | Size: 9.9 KiB |
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@ -32,7 +32,22 @@
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#define MARKER_BUTTON 1
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#define MARKER_AXIS 2
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#define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_MAX)
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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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};
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#define BINDING_COUNT (SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_BINDING_AXIS_MAX)
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static struct
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{
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@ -56,12 +71,16 @@ static struct
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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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{ 75, 154, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_LEFTX */
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{ 75, 154, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_LEFTY */
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{ 305, 230, 0.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_RIGHTX */
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{ 305, 230, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_RIGHTY */
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{ 91, 0, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_TRIGGERLEFT */
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{ 375, 0, 90.0, MARKER_AXIS }, /* SDL_CONTROLLER_AXIS_TRIGGERRIGHT */
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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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};
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static int s_arrBindingOrder[BINDING_COUNT] = {
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@ -69,16 +88,20 @@ static int s_arrBindingOrder[BINDING_COUNT] = {
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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_AXIS_LEFTX,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_LEFTY,
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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_AXIS_RIGHTX,
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SDL_CONTROLLER_BUTTON_MAX + SDL_CONTROLLER_AXIS_RIGHTY,
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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_AXIS_TRIGGERLEFT,
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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_AXIS_TRIGGERRIGHT,
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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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@ -88,7 +111,40 @@ static int s_arrBindingOrder[BINDING_COUNT] = {
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SDL_CONTROLLER_BUTTON_START,
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};
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static SDL_GameControllerButtonBind s_arrBindings[BINDING_COUNT];
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typedef struct
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{
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SDL_GameControllerBindType bindType;
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union
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{
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int button;
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struct {
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int axis;
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int axis_min;
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int axis_max;
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} axis;
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struct {
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int hat;
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int hat_mask;
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} hat;
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} value;
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} SDL_GameControllerExtendedBind;
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static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT];
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typedef struct
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{
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SDL_bool m_bMoving;
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int m_nStartingValue;
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int m_nFarthestValue;
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} AxisState;
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static int s_nNumAxes;
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static AxisState *s_arrAxisState;
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static int s_iCurrentBinding;
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static Uint32 s_unPendingAdvanceTime;
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static SDL_bool s_bBindingComplete;
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@ -110,23 +166,6 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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if (transparent) {
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if (temp->format->palette) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
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} else {
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switch (temp->format->BitsPerPixel) {
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case 15:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint16 *) temp->pixels) & 0x00007FFF);
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break;
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case 16:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
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break;
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case 24:
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SDL_SetColorKey(temp, SDL_TRUE,
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(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
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break;
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case 32:
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
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break;
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}
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}
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}
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return texture;
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}
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void SetCurrentBinding(int iBinding)
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static int
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StandardizeAxisValue(int nValue)
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{
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SDL_GameControllerButtonBind *pBinding;
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if (nValue > SDL_JOYSTICK_AXIS_MAX/2) {
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return SDL_JOYSTICK_AXIS_MAX;
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} else if (nValue < SDL_JOYSTICK_AXIS_MIN/2) {
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return SDL_JOYSTICK_AXIS_MIN;
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} else {
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return 0;
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}
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}
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static void
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SetCurrentBinding(int iBinding)
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{
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SDL_GameControllerExtendedBind *pBinding;
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if (iBinding < 0) {
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return;
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@ -161,14 +213,15 @@ void SetCurrentBinding(int iBinding)
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pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
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SDL_zerop(pBinding);
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SDL_memset(s_arrAxisState, 0, s_nNumAxes*sizeof(*s_arrAxisState));
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s_unPendingAdvanceTime = 0;
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}
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static void
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ConfigureBinding(const SDL_GameControllerButtonBind *pBinding)
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ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
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{
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SDL_GameControllerButtonBind *pCurrent;
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SDL_GameControllerExtendedBind *pCurrent;
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int iIndex;
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int iCurrentElement = s_arrBindingOrder[s_iCurrentBinding];
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@ -221,6 +274,24 @@ ConfigureBinding(const SDL_GameControllerButtonBind *pBinding)
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s_unPendingAdvanceTime = SDL_GetTicks();
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}
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static SDL_bool
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BMergeAxisBindings(int iIndex)
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{
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SDL_GameControllerExtendedBind *pBindingA = &s_arrBindings[iIndex];
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SDL_GameControllerExtendedBind *pBindingB = &s_arrBindings[iIndex+1];
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if (pBindingA->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
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pBindingB->bindType == SDL_CONTROLLER_BINDTYPE_AXIS &&
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pBindingA->value.axis.axis == pBindingB->value.axis.axis) {
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if (pBindingA->value.axis.axis_min == pBindingB->value.axis.axis_min) {
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pBindingA->value.axis.axis_min = pBindingA->value.axis.axis_max;
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pBindingA->value.axis.axis_max = pBindingB->value.axis.axis_max;
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pBindingB->bindType = SDL_CONTROLLER_BINDTYPE_NONE;
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return SDL_TRUE;
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}
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}
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return SDL_FALSE;
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}
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static void
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WatchJoystick(SDL_Joystick * joystick)
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{
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nJoystickID = SDL_JoystickInstanceID(joystick);
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s_nNumAxes = SDL_JoystickNumAxes(joystick);
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s_arrAxisState = SDL_calloc(s_nNumAxes, sizeof(*s_arrAxisState));
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/* Loop, getting joystick events! */
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while (!done && !s_bBindingComplete) {
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int iElement = s_arrBindingOrder[s_iCurrentBinding];
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break;
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case SDL_JOYAXISMOTION:
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if (event.jaxis.which == nJoystickID) {
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uint32_t unAxisMask = (1 << event.jaxis.axis);
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SDL_bool bDeflected = (event.jaxis.value <= -20000 || event.jaxis.value >= 20000);
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if (bDeflected && !(unDeflectedAxes & unAxisMask)) {
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SDL_GameControllerButtonBind binding;
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AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis];
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int nValue = event.jaxis.value;
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int nCurrentDistance, nFarthestDistance;
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if (!pAxisState->m_bMoving) {
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pAxisState->m_bMoving = SDL_TRUE;
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pAxisState->m_nStartingValue = nValue;
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pAxisState->m_nFarthestValue = nValue;
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}
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nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
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nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
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if (nCurrentDistance > nFarthestDistance) {
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pAxisState->m_nFarthestValue = nValue;
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}
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if (nCurrentDistance < 10000 && nFarthestDistance > 20000) {
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/* We've gone out and back, let's bind this axis */
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SDL_GameControllerExtendedBind binding;
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
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binding.value.axis = event.jaxis.axis;
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binding.value.axis.axis = event.jaxis.axis;
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binding.value.axis.axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
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binding.value.axis.axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
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ConfigureBinding(&binding);
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}
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if (bDeflected) {
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unDeflectedAxes |= unAxisMask;
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} else {
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unDeflectedAxes &= ~unAxisMask;
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}
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}
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break;
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case SDL_JOYHATMOTION:
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if (event.jhat.which == nJoystickID) {
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if (event.jhat.value != SDL_HAT_CENTERED) {
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SDL_GameControllerButtonBind binding;
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SDL_GameControllerExtendedBind binding;
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
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binding.value.hat.hat = event.jhat.hat;
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@ -358,7 +441,7 @@ WatchJoystick(SDL_Joystick * joystick)
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break;
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case SDL_JOYBUTTONDOWN:
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if (event.jbutton.which == nJoystickID) {
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SDL_GameControllerButtonBind binding;
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SDL_GameControllerExtendedBind binding;
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
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binding.value.button = event.jbutton.button;
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@ -430,7 +513,7 @@ WatchJoystick(SDL_Joystick * joystick)
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SDL_strlcat(mapping, ",", SDL_arraysize(mapping));
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for (iIndex = 0; iIndex < SDL_arraysize(s_arrBindings); ++iIndex) {
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SDL_GameControllerButtonBind *pBinding = &s_arrBindings[iIndex];
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SDL_GameControllerExtendedBind *pBinding = &s_arrBindings[iIndex];
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if (pBinding->bindType == SDL_CONTROLLER_BINDTYPE_NONE) {
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continue;
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}
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@ -439,8 +522,56 @@ WatchJoystick(SDL_Joystick * joystick)
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SDL_GameControllerButton eButton = (SDL_GameControllerButton)iIndex;
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SDL_strlcat(mapping, SDL_GameControllerGetStringForButton(eButton), SDL_arraysize(mapping));
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} else {
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SDL_GameControllerAxis eAxis = (SDL_GameControllerAxis)(iIndex - SDL_CONTROLLER_BUTTON_MAX);
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SDL_strlcat(mapping, SDL_GameControllerGetStringForAxis(eAxis), SDL_arraysize(mapping));
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const char *pszAxisName;
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switch (iIndex - SDL_CONTROLLER_BUTTON_MAX) {
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case SDL_CONTROLLER_BINDING_AXIS_LEFTX_NEGATIVE:
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if (!BMergeAxisBindings(iIndex)) {
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SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
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}
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_LEFTX_POSITIVE:
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SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTX);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_LEFTY_NEGATIVE:
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if (!BMergeAxisBindings(iIndex)) {
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SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
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}
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_LEFTY_POSITIVE:
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SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_LEFTY);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_NEGATIVE:
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if (!BMergeAxisBindings(iIndex)) {
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SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
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}
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_RIGHTX_POSITIVE:
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SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTX);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_NEGATIVE:
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if (!BMergeAxisBindings(iIndex)) {
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SDL_strlcat(mapping, "-", SDL_arraysize(mapping));
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}
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_RIGHTY_POSITIVE:
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SDL_strlcat(mapping, "+", SDL_arraysize(mapping));
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_RIGHTY);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_TRIGGERLEFT:
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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break;
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case SDL_CONTROLLER_BINDING_AXIS_TRIGGERRIGHT:
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pszAxisName = SDL_GameControllerGetStringForAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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break;
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}
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SDL_strlcat(mapping, pszAxisName, SDL_arraysize(mapping));
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}
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SDL_strlcat(mapping, ":", SDL_arraysize(mapping));
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@ -450,7 +581,19 @@ WatchJoystick(SDL_Joystick * joystick)
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SDL_snprintf(pszElement, sizeof(pszElement), "b%d", pBinding->value.button);
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break;
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis);
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if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MIN) {
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/* The negative half axis */
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SDL_snprintf(pszElement, sizeof(pszElement), "-a%d", pBinding->value.axis.axis);
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} else if (pBinding->value.axis.axis_min == 0 && pBinding->value.axis.axis_max == SDL_JOYSTICK_AXIS_MAX) {
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/* The positive half axis */
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SDL_snprintf(pszElement, sizeof(pszElement), "+a%d", pBinding->value.axis.axis);
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} else {
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SDL_snprintf(pszElement, sizeof(pszElement), "a%d", pBinding->value.axis.axis);
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if (pBinding->value.axis.axis_min > pBinding->value.axis.axis_max) {
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/* Invert the axis */
|
||||
SDL_strlcat(pszElement, "~", SDL_arraysize(pszElement));
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SDL_CONTROLLER_BINDTYPE_HAT:
|
||||
SDL_snprintf(pszElement, sizeof(pszElement), "h%d.%d", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
|
||||
|
@ -467,6 +610,9 @@ WatchJoystick(SDL_Joystick * joystick)
|
|||
/* Print to stdout as well so the user can cat the output somewhere */
|
||||
printf("%s\n", mapping);
|
||||
}
|
||||
|
||||
SDL_free(s_arrAxisState);
|
||||
s_arrAxisState = NULL;
|
||||
|
||||
SDL_DestroyRenderer(screen);
|
||||
SDL_DestroyWindow(window);
|
||||
|
|
|
@ -53,12 +53,12 @@ static const struct { int x; int y; } button_positions[] = {
|
|||
|
||||
/* This is indexed by SDL_GameControllerAxis. */
|
||||
static const struct { int x; int y; double angle; } axis_positions[] = {
|
||||
{75, 154, 0.0}, /* LEFTX */
|
||||
{75, 154, 90.0}, /* LEFTY */
|
||||
{305, 230, 0.0}, /* RIGHTX */
|
||||
{305, 230, 90.0}, /* RIGHTY */
|
||||
{91, 0, 90.0}, /* TRIGGERLEFT */
|
||||
{375, 0, 90.0}, /* TRIGGERRIGHT */
|
||||
{74, 153, 270.0}, /* LEFTX */
|
||||
{74, 153, 0.0}, /* LEFTY */
|
||||
{306, 231, 270.0}, /* RIGHTX */
|
||||
{306, 231, 0.0}, /* RIGHTY */
|
||||
{91, -20, 0.0}, /* TRIGGERLEFT */
|
||||
{375, -20, 0.0}, /* TRIGGERRIGHT */
|
||||
};
|
||||
|
||||
SDL_Renderer *screen = NULL;
|
||||
|
@ -80,10 +80,6 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
|
|||
if (transparent) {
|
||||
if (temp->format->BytesPerPixel == 1) {
|
||||
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
|
||||
} else {
|
||||
SDL_assert(!temp->format->palette);
|
||||
SDL_assert(temp->format->BitsPerPixel == 24);
|
||||
SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -112,6 +108,13 @@ loop(void *arg)
|
|||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
switch (event.type) {
|
||||
case SDL_CONTROLLERAXISMOTION:
|
||||
SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis(event.caxis.axis), event.caxis.value);
|
||||
break;
|
||||
case SDL_CONTROLLERBUTTONDOWN:
|
||||
case SDL_CONTROLLERBUTTONUP:
|
||||
SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton(event.cbutton.button), event.cbutton.state ? "pressed" : "released");
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if (event.key.keysym.sym != SDLK_ESCAPE) {
|
||||
break;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue