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https://github.com/FWGS/xash3d-fwgs
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SDL2 GameController: Map axes to engine explicitly
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@ -24,17 +24,6 @@ GNU General Public License for more details.
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#define SHRT_MAX 0x7FFF
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#endif
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typedef enum engineAxis_e
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{
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JOY_AXIS_SIDE = 0,
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JOY_AXIS_FWD,
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JOY_AXIS_PITCH,
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JOY_AXIS_YAW,
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JOY_AXIS_RT,
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JOY_AXIS_LT,
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JOY_AXIS_NULL
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} engineAxis_t;
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#define MAX_AXES JOY_AXIS_NULL
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// index - axis num come from event
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@ -246,8 +235,6 @@ Axis events
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*/
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void Joy_AxisMotionEvent( byte axis, short value )
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{
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byte engineAxis;
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if( !joy_found->value )
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return;
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@ -257,8 +244,11 @@ void Joy_AxisMotionEvent( byte axis, short value )
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return;
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}
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engineAxis = joyaxesmap[axis]; // convert to engine inner axis control
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return Joy_KnownAxisMotionEvent( joyaxesmap[axis], value );
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}
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void Joy_KnownAxisMotionEvent( engineAxis_t engineAxis, short value )
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{
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if( engineAxis == JOY_AXIS_NULL )
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return;
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@ -93,9 +93,21 @@ enum
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JOY_HAT_LEFTDOWN = JOY_HAT_LEFT | JOY_HAT_DOWN
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};
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typedef enum engineAxis_e
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{
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JOY_AXIS_SIDE = 0,
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JOY_AXIS_FWD,
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JOY_AXIS_PITCH,
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JOY_AXIS_YAW,
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JOY_AXIS_RT,
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JOY_AXIS_LT,
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JOY_AXIS_NULL
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} engineAxis_t;
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qboolean Joy_IsActive( void );
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void Joy_HatMotionEvent( byte hat, byte value );
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void Joy_AxisMotionEvent( byte axis, short value );
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void Joy_KnownAxisMotionEvent( engineAxis_t engineAxis, short value );
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void Joy_BallMotionEvent( byte ball, short xrel, short yrel );
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void Joy_ButtonEvent( byte button, byte down );
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void Joy_AddEvent( void );
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@ -532,18 +532,21 @@ static void SDLash_EventFilter( SDL_Event *event )
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/* GameController API */
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case SDL_CONTROLLERAXISMOTION:
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if( event->caxis.axis == (Uint8)SDL_CONTROLLER_AXIS_INVALID )
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break;
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{
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// Swap axis to follow default axis binding:
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// LeftX, LeftY, RightX, RightY, TriggerRight, TriggerLeft
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if( event->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT )
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event->caxis.axis = SDL_CONTROLLER_AXIS_TRIGGERRIGHT;
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else if( event->caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT )
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event->caxis.axis = SDL_CONTROLLER_AXIS_TRIGGERLEFT;
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Joy_AxisMotionEvent( event->caxis.axis, event->caxis.value );
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static int sdlControllerAxisToEngine[] = {
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JOY_AXIS_SIDE, // SDL_CONTROLLER_AXIS_LEFTX,
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JOY_AXIS_FWD, // SDL_CONTROLLER_AXIS_LEFTY,
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JOY_AXIS_PITCH, // SDL_CONTROLLER_AXIS_RIGHTX,
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JOY_AXIS_YAW, // SDL_CONTROLLER_AXIS_RIGHTY,
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JOY_AXIS_LT, // SDL_CONTROLLER_AXIS_TRIGGERLEFT,
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JOY_AXIS_RT, // SDL_CONTROLLER_AXIS_TRIGGERRIGHT,
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};
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if( Joy_IsActive() && event->caxis.axis != (Uint8)SDL_CONTROLLER_AXIS_INVALID )
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Joy_KnownAxisMotionEvent( sdlControllerAxisToEngine[event->caxis.axis], event->caxis.value );
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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@ -558,7 +561,7 @@ static void SDLash_EventFilter( SDL_Event *event )
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};
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// TODO: Use joyinput funcs, for future multiple gamepads support
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if( Joy_IsActive() && event->cbutton.button != SDL_CONTROLLER_BUTTON_INVALID )
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if( Joy_IsActive() && event->cbutton.button != (Uint8)SDL_CONTROLLER_BUTTON_INVALID )
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Key_Event( sdlControllerButtonToEngine[event->cbutton.button], event->cbutton.state );
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break;
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}
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