mirror of
https://github.com/libsdl-org/SDL.git
synced 2024-11-23 19:03:27 +08:00
Replaced SDL_GetGamepadBindForAxis() and SDL_GetGamepadBindForButton() with SDL_GetGamepadBindings()
This commit is contained in:
parent
9e50048ab6
commit
859dc14add
@ -1069,11 +1069,6 @@ typedef SDL_GameControllerButton, SDL_GamepadButton;
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- SDL_GameControllerButton
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+ SDL_GamepadButton
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@@
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typedef SDL_GameControllerButtonBind, SDL_GamepadBinding;
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@@
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- SDL_GameControllerButtonBind
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+ SDL_GamepadBinding
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@@
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@@
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- SDL_GameControllerClose
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+ SDL_CloseGamepad
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@ -1115,16 +1110,6 @@ typedef SDL_GameControllerButtonBind, SDL_GamepadBinding;
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(...)
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@@
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@@
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- SDL_GameControllerGetBindForAxis
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+ SDL_GetGamepadBindForAxis
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(...)
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@@
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@@
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- SDL_GameControllerGetBindForButton
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+ SDL_GetGamepadBindForButton
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(...)
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@@
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@@
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- SDL_GameControllerGetButton
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+ SDL_GetGamepadButton
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(...)
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@ -411,7 +411,6 @@ The following enums have been renamed:
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The following structures have been renamed:
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* SDL_GameController => SDL_Gamepad
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* SDL_GameControllerButtonBind => SDL_GamepadBinding
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The following functions have been renamed:
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* SDL_GameControllerAddMapping() => SDL_AddGamepadMapping()
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@ -425,8 +424,6 @@ The following functions have been renamed:
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* SDL_GameControllerGetAttached() => SDL_GamepadConnected()
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* SDL_GameControllerGetAxis() => SDL_GetGamepadAxis()
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* SDL_GameControllerGetAxisFromString() => SDL_GetGamepadAxisFromString()
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* SDL_GameControllerGetBindForAxis() => SDL_GetGamepadBindForAxis()
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* SDL_GameControllerGetBindForButton() => SDL_GetGamepadBindForButton()
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* SDL_GameControllerGetButton() => SDL_GetGamepadButton()
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* SDL_GameControllerGetButtonFromString() => SDL_GetGamepadButtonFromString()
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* SDL_GameControllerGetFirmwareVersion() => SDL_GetGamepadFirmwareVersion()
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@ -469,6 +466,8 @@ The following functions have been renamed:
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The following functions have been removed:
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* SDL_GameControllerEventState() - replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled()
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* SDL_GameControllerGetBindForAxis() - replaced with SDL_GetGamepadBindings()
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* SDL_GameControllerGetBindForButton() - replaced with SDL_GetGamepadBindings()
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* SDL_GameControllerMappingForDeviceIndex() - replaced with SDL_GetGamepadInstanceMapping()
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* SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
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* SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()
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@ -133,21 +133,41 @@ typedef enum
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SDL_GAMEPAD_BINDTYPE_HAT
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} SDL_GamepadBindingType;
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/**
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* Get the SDL joystick layer binding for this gamepad button/axis mapping
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*/
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typedef struct SDL_GamepadBinding
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typedef struct
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{
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SDL_GamepadBindingType bindType;
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SDL_GamepadBindingType inputType;
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union
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{
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int button;
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int axis;
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struct {
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struct
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{
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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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{
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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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} input;
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SDL_GamepadBindingType outputType;
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union
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{
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SDL_GamepadButton button;
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struct
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{
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SDL_GamepadAxis axis;
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int axis_min;
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int axis_max;
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} axis;
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} output;
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} SDL_GamepadBinding;
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@ -763,6 +783,19 @@ extern DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(SDL_bool enabled);
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_GamepadEventsEnabled(void);
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/**
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* Get the SDL joystick layer bindings for a gamepad
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*
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* \param gamepad a gamepad
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* \param count a pointer filled in with the number of bindings returned
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* \returns a NULL terminated array of pointers to bindings which should be
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* freed with SDL_free(), or NULL on error; call SDL_GetError() for
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* more details.
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*
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* \since This function is available since SDL 3.0.0.
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*/
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extern DECLSPEC SDL_GamepadBinding **SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count);
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/**
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* Manually pump gamepad updates if not using the loop.
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*
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@ -846,21 +879,6 @@ extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char
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*/
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
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/**
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* Get the SDL joystick layer binding for a gamepad axis mapping.
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*
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* \param gamepad a gamepad
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* \param axis an axis enum value (one of the SDL_GamepadAxis values)
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller axis doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetGamepadBindForButton
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*/
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extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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/**
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* Query whether a gamepad has a given axis.
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*
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@ -926,21 +944,6 @@ extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const c
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*/
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
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/**
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* Get the SDL joystick layer binding for a gamepad button mapping.
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*
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* \param gamepad a gamepad
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* \param button an button enum value (an SDL_GamepadButton value)
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller button doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetGamepadBindForAxis
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*/
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extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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/**
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* Query whether a gamepad has a given button.
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*
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@ -202,7 +202,6 @@
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#define SDL_GameControllerAxis SDL_GamepadAxis
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#define SDL_GameControllerBindType SDL_GamepadBindingType
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#define SDL_GameControllerButton SDL_GamepadButton
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#define SDL_GameControllerButtonBind SDL_GamepadBinding
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#define SDL_GameControllerClose SDL_CloseGamepad
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#define SDL_GameControllerFromInstanceID SDL_GetGamepadFromInstanceID
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#define SDL_GameControllerFromPlayerIndex SDL_GetGamepadFromPlayerIndex
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@ -211,8 +210,6 @@
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#define SDL_GameControllerGetAttached SDL_GamepadConnected
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#define SDL_GameControllerGetAxis SDL_GetGamepadAxis
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#define SDL_GameControllerGetAxisFromString SDL_GetGamepadAxisFromString
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#define SDL_GameControllerGetBindForAxis SDL_GetGamepadBindForAxis
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#define SDL_GameControllerGetBindForButton SDL_GetGamepadBindForButton
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#define SDL_GameControllerGetButton SDL_GetGamepadButton
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#define SDL_GameControllerGetButtonFromString SDL_GetGamepadButtonFromString
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#define SDL_GameControllerGetFirmwareVersion SDL_GetGamepadFirmwareVersion
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@ -653,7 +650,6 @@
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#define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis
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#define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType
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#define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton
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#define SDL_GameControllerButtonBind SDL_GameControllerButtonBind_renamed_SDL_GamepadBinding
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#define SDL_GameControllerClose SDL_GameControllerClose_renamed_SDL_CloseGamepad
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#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_renamed_SDL_GetGamepadFromInstanceID
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#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_renamed_SDL_GetGamepadFromPlayerIndex
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@ -662,8 +658,6 @@
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#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_renamed_SDL_GamepadConnected
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#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_renamed_SDL_GetGamepadAxis
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#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_renamed_SDL_GetGamepadAxisFromString
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#define SDL_GameControllerGetBindForAxis SDL_GameControllerGetBindForAxis_renamed_SDL_GetGamepadBindForAxis
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#define SDL_GameControllerGetBindForButton SDL_GameControllerGetBindForButton_renamed_SDL_GetGamepadBindForButton
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#define SDL_GameControllerGetButton SDL_GameControllerGetButton_renamed_SDL_GetGamepadButton
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#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_renamed_SDL_GetGamepadButtonFromString
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#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_renamed_SDL_GetGamepadFirmwareVersion
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@ -172,8 +172,7 @@ SDL3_0.0.0 {
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SDL_GetGamepadAppleSFSymbolsNameForButton;
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SDL_GetGamepadAxis;
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SDL_GetGamepadAxisFromString;
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SDL_GetGamepadBindForAxis;
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SDL_GetGamepadBindForButton;
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SDL_GetGamepadBindings;
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SDL_GetGamepadButton;
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SDL_GetGamepadButtonFromString;
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SDL_GetGamepadFirmwareVersion;
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@ -196,8 +196,7 @@
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#define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL
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#define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL
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#define SDL_GetGamepadAxisFromString SDL_GetGamepadAxisFromString_REAL
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#define SDL_GetGamepadBindForAxis SDL_GetGamepadBindForAxis_REAL
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#define SDL_GetGamepadBindForButton SDL_GetGamepadBindForButton_REAL
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#define SDL_GetGamepadBindings SDL_GetGamepadBindings_REAL
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#define SDL_GetGamepadButton SDL_GetGamepadButton_REAL
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#define SDL_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL
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#define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL
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@ -271,8 +271,7 @@ SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding **,SDL_GetGamepadBindings,(SDL_Gamepad *a, int *b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return)
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@ -57,44 +57,6 @@
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static SDL_bool SDL_gamepads_initialized;
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static SDL_Gamepad *SDL_gamepads SDL_GUARDED_BY(SDL_joystick_lock) = NULL;
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typedef struct
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{
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SDL_GamepadBindingType inputType;
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union
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{
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int button;
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struct
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{
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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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{
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int hat;
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int hat_mask;
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} hat;
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} input;
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SDL_GamepadBindingType outputType;
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union
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{
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SDL_GamepadButton button;
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struct
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{
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SDL_GamepadAxis axis;
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int axis_min;
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int axis_max;
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} axis;
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} output;
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} SDL_ExtendedGamepadBind;
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/* our hard coded list of mapping support */
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typedef enum
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{
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@ -147,8 +109,8 @@ struct SDL_Gamepad
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const char *name _guarded;
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GamepadMapping_t *mapping _guarded;
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int num_bindings _guarded;
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SDL_ExtendedGamepadBind *bindings _guarded;
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SDL_ExtendedGamepadBind **last_match_axis _guarded;
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SDL_GamepadBinding *bindings _guarded;
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SDL_GamepadBinding **last_match_axis _guarded;
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Uint8 *last_hat_mask _guarded;
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Uint64 guide_button_down _guarded;
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@ -184,7 +146,7 @@ static GamepadMapping_t *SDL_PrivateGetGamepadMapping(SDL_JoystickID instance_id
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static int SDL_SendGamepadAxis(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadAxis axis, Sint16 value);
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static int SDL_SendGamepadButton(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadButton button, Uint8 state);
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static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBind *b)
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static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
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{
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if (a->outputType != b->outputType) {
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return SDL_FALSE;
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@ -197,7 +159,7 @@ static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBin
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}
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}
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static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGamepadBind *bind)
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static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind)
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{
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if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0);
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@ -209,14 +171,14 @@ static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGame
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static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis, int value)
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{
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int i;
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SDL_ExtendedGamepadBind *last_match;
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SDL_ExtendedGamepadBind *match = NULL;
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SDL_GamepadBinding *last_match;
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SDL_GamepadBinding *match = NULL;
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SDL_AssertJoysticksLocked();
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last_match = gamepad->last_match_axis[axis];
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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axis == binding->input.axis.axis) {
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if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
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@ -268,7 +230,7 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
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SDL_AssertJoysticksLocked();
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON &&
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button == binding->input.button) {
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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@ -292,7 +254,7 @@ static void HandleJoystickHat(Uint64 timestamp, SDL_Gamepad *gamepad, int hat, U
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last_mask = gamepad->last_hat_mask[hat];
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changed_mask = (last_mask ^ value);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) {
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if ((changed_mask & binding->input.hat.hat_mask) != 0) {
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if (value & binding->input.hat.hat_mask) {
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@ -1156,7 +1118,7 @@ const char *SDL_GetGamepadStringForButton(SDL_GamepadButton button)
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*/
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static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGameButton, const char *szJoystickButton)
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{
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SDL_ExtendedGamepadBind bind;
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SDL_GamepadBinding bind;
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SDL_GamepadButton button;
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SDL_GamepadAxis axis;
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SDL_bool invert_input = SDL_FALSE;
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@ -1236,7 +1198,7 @@ static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGa
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}
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++gamepad->num_bindings;
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gamepad->bindings = (SDL_ExtendedGamepadBind *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
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gamepad->bindings = (SDL_GamepadBinding *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
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if (!gamepad->bindings) {
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gamepad->num_bindings = 0;
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return SDL_OutOfMemory();
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@ -1315,7 +1277,7 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
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/* Set the zero point for triggers */
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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(binding->output.axis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
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@ -2478,7 +2440,7 @@ SDL_Gamepad *SDL_OpenGamepad(SDL_JoystickID instance_id)
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}
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if (gamepad->joystick->naxes) {
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gamepad->last_match_axis = (SDL_ExtendedGamepadBind **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
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gamepad->last_match_axis = (SDL_GamepadBinding **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
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if (!gamepad->last_match_axis) {
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SDL_OutOfMemory();
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SDL_CloseJoystick(gamepad->joystick);
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@ -2526,17 +2488,25 @@ void SDL_UpdateGamepads(void)
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*/
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SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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{
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SDL_GamepadBinding bind;
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SDL_bool retval = SDL_FALSE;
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SDL_LockJoysticks();
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{
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int i;
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CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
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bind = SDL_GetGamepadBindForAxis(gamepad, axis);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
|
||||
retval = SDL_TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_UnlockJoysticks();
|
||||
|
||||
return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
|
||||
return retval;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -2553,7 +2523,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
|
||||
CHECK_GAMEPAD_MAGIC(gamepad, 0);
|
||||
|
||||
for (i = 0; i < gamepad->num_bindings; ++i) {
|
||||
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
|
||||
SDL_GamepadBinding *binding = &gamepad->bindings[i];
|
||||
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
|
||||
int value = 0;
|
||||
SDL_bool valid_input_range;
|
||||
@ -2609,17 +2579,25 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
|
||||
*/
|
||||
SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
|
||||
{
|
||||
SDL_GamepadBinding bind;
|
||||
SDL_bool retval = SDL_FALSE;
|
||||
|
||||
SDL_LockJoysticks();
|
||||
{
|
||||
int i;
|
||||
|
||||
CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
|
||||
|
||||
bind = SDL_GetGamepadBindForButton(gamepad, button);
|
||||
for (i = 0; i < gamepad->num_bindings; ++i) {
|
||||
SDL_GamepadBinding *binding = &gamepad->bindings[i];
|
||||
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
|
||||
retval = SDL_TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_UnlockJoysticks();
|
||||
|
||||
return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
|
||||
return retval;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -2636,7 +2614,7 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
|
||||
CHECK_GAMEPAD_MAGIC(gamepad, 0);
|
||||
|
||||
for (i = 0; i < gamepad->num_bindings; ++i) {
|
||||
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
|
||||
SDL_GamepadBinding *binding = &gamepad->bindings[i];
|
||||
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
|
||||
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
|
||||
SDL_bool valid_input_range;
|
||||
@ -3157,78 +3135,42 @@ SDL_Gamepad *SDL_GetGamepadFromPlayerIndex(int player_index)
|
||||
}
|
||||
|
||||
/*
|
||||
* Get the SDL joystick layer binding for this gamepad axis mapping
|
||||
* Get the SDL joystick layer bindings for this gamepad
|
||||
*/
|
||||
SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
|
||||
SDL_GamepadBinding **SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count)
|
||||
{
|
||||
SDL_GamepadBinding bind;
|
||||
SDL_GamepadBinding **bindings = NULL;
|
||||
|
||||
SDL_zero(bind);
|
||||
if (count) {
|
||||
*count = 0;
|
||||
}
|
||||
|
||||
SDL_LockJoysticks();
|
||||
{
|
||||
CHECK_GAMEPAD_MAGIC(gamepad, bind);
|
||||
CHECK_GAMEPAD_MAGIC(gamepad, NULL);
|
||||
|
||||
if (axis != SDL_GAMEPAD_AXIS_INVALID) {
|
||||
size_t pointers_size = ((gamepad->num_bindings + 1) * sizeof(SDL_GamepadBinding *));
|
||||
size_t elements_size = (gamepad->num_bindings * sizeof(SDL_GamepadBinding));
|
||||
bindings = (SDL_GamepadBinding **)SDL_malloc(pointers_size + elements_size);
|
||||
if (bindings) {
|
||||
SDL_GamepadBinding *binding = (SDL_GamepadBinding *)((Uint8 *)bindings + pointers_size);
|
||||
int i;
|
||||
for (i = 0; i < gamepad->num_bindings; ++i) {
|
||||
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
|
||||
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
|
||||
bind.bindType = binding->inputType;
|
||||
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
|
||||
/* FIXME: There might be multiple axes bound now that we have axis ranges... */
|
||||
bind.value.axis = binding->input.axis.axis;
|
||||
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
|
||||
bind.value.button = binding->input.button;
|
||||
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
|
||||
bind.value.hat.hat = binding->input.hat.hat;
|
||||
bind.value.hat.hat_mask = binding->input.hat.hat_mask;
|
||||
}
|
||||
break;
|
||||
}
|
||||
for (i = 0; i < gamepad->num_bindings; ++i, ++binding) {
|
||||
bindings[i] = binding;
|
||||
SDL_copyp(binding, &gamepad->bindings[i]);
|
||||
}
|
||||
bindings[i] = NULL;
|
||||
|
||||
if (count) {
|
||||
*count = gamepad->num_bindings;
|
||||
}
|
||||
} else {
|
||||
SDL_OutOfMemory();
|
||||
}
|
||||
}
|
||||
SDL_UnlockJoysticks();
|
||||
|
||||
return bind;
|
||||
}
|
||||
|
||||
/*
|
||||
* Get the SDL joystick layer binding for this gamepad button mapping
|
||||
*/
|
||||
SDL_GamepadBinding SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
|
||||
{
|
||||
SDL_GamepadBinding bind;
|
||||
|
||||
SDL_zero(bind);
|
||||
|
||||
SDL_LockJoysticks();
|
||||
{
|
||||
CHECK_GAMEPAD_MAGIC(gamepad, bind);
|
||||
|
||||
if (button != SDL_GAMEPAD_BUTTON_INVALID) {
|
||||
int i;
|
||||
for (i = 0; i < gamepad->num_bindings; ++i) {
|
||||
SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
|
||||
if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
|
||||
bind.bindType = binding->inputType;
|
||||
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
|
||||
bind.value.axis = binding->input.axis.axis;
|
||||
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
|
||||
bind.value.button = binding->input.button;
|
||||
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
|
||||
bind.value.hat.hat = binding->input.hat.hat;
|
||||
bind.value.hat.hat_mask = binding->input.hat.hat_mask;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_UnlockJoysticks();
|
||||
|
||||
return bind;
|
||||
return bindings;
|
||||
}
|
||||
|
||||
int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
|
||||
|
Loading…
Reference in New Issue
Block a user