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
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parent
8f0a0028e6
commit
c6e0424049
7 changed files with 609 additions and 340 deletions
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@ -53,12 +53,12 @@ static const struct { int x; int y; } button_positions[] = {
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/* This is indexed by SDL_GameControllerAxis. */
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static const struct { int x; int y; double angle; } axis_positions[] = {
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{75, 154, 0.0}, /* LEFTX */
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{75, 154, 90.0}, /* LEFTY */
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{305, 230, 0.0}, /* RIGHTX */
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{305, 230, 90.0}, /* RIGHTY */
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{91, 0, 90.0}, /* TRIGGERLEFT */
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{375, 0, 90.0}, /* TRIGGERRIGHT */
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{74, 153, 270.0}, /* LEFTX */
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{74, 153, 0.0}, /* LEFTY */
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{306, 231, 270.0}, /* RIGHTX */
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{306, 231, 0.0}, /* RIGHTY */
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{91, -20, 0.0}, /* TRIGGERLEFT */
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{375, -20, 0.0}, /* TRIGGERRIGHT */
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};
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SDL_Renderer *screen = NULL;
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@ -80,10 +80,6 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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if (transparent) {
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if (temp->format->BytesPerPixel == 1) {
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SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *)temp->pixels);
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} else {
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SDL_assert(!temp->format->palette);
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SDL_assert(temp->format->BitsPerPixel == 24);
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SDL_SetColorKey(temp, SDL_TRUE, (*(Uint32 *)temp->pixels) & 0x00FFFFFF);
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}
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}
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@ -112,6 +108,13 @@ loop(void *arg)
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_CONTROLLERAXISMOTION:
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SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis(event.caxis.axis), event.caxis.value);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton(event.cbutton.button), event.cbutton.state ? "pressed" : "released");
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym != SDLK_ESCAPE) {
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break;
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