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https://github.com/w23/xash3d-fwgs
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engine: platform: sdl: sanitize buttons/axes from SDL, add ABXY->BAYX swap for NSwitch
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@ -91,6 +91,34 @@ GNU General Public License for more details.
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#define SDL_JoystickID Uint8
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#endif
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static int SDLash_GameControllerButtonMapping[] =
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{
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#if XASH_NSWITCH // devkitPro/SDL has inverted Nintendo layout for SDL_GameController
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K_B_BUTTON, K_A_BUTTON, K_Y_BUTTON, K_X_BUTTON,
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#else
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K_A_BUTTON, K_B_BUTTON, K_X_BUTTON, K_Y_BUTTON,
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#endif
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K_BACK_BUTTON, K_MODE_BUTTON, K_START_BUTTON,
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K_LSTICK, K_RSTICK,
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K_L1_BUTTON, K_R1_BUTTON,
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K_DPAD_UP, K_DPAD_DOWN, K_DPAD_LEFT, K_DPAD_RIGHT,
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K_MISC_BUTTON,
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K_PADDLE1_BUTTON, K_PADDLE2_BUTTON, K_PADDLE3_BUTTON, K_PADDLE4_BUTTON,
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K_TOUCHPAD,
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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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static int SDLash_GameControllerAxisMapping[] =
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{
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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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static qboolean SDLash_IsInstanceIDAGameController( SDL_JoystickID joyId )
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{
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#if !SDL_VERSION_ATLEAST( 2, 0, 4 )
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@ -544,37 +572,27 @@ static void SDLash_EventFilter( SDL_Event *event )
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/* GameController API */
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case SDL_CONTROLLERAXISMOTION:
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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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static int sdlControllerAxisToEngine[] =
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if( !Joy_IsActive( ))
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break;
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if( event->caxis.axis >= 0 && event->caxis.axis < ARRAYSIZE( SDLash_GameControllerAxisMapping ))
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{
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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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Joy_KnownAxisMotionEvent( SDLash_GameControllerAxisMapping[event->caxis.axis], event->caxis.value );
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}
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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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{
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static int sdlControllerButtonToEngine[] =
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{
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K_A_BUTTON, K_B_BUTTON, K_X_BUTTON, K_Y_BUTTON,
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K_BACK_BUTTON, K_MODE_BUTTON, K_START_BUTTON,
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K_LSTICK, K_RSTICK,
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K_L1_BUTTON, K_R1_BUTTON,
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K_DPAD_UP, K_DPAD_DOWN, K_DPAD_LEFT, K_DPAD_RIGHT
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};
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if( !Joy_IsActive( ))
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break;
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// TODO: Use joyinput funcs, for future multiple gamepads support
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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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if( event->cbutton.button >= 0 && event->cbutton.button < ARRAYSIZE( SDLash_GameControllerButtonMapping ))
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{
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Key_Event( SDLash_GameControllerButtonMapping[event->cbutton.button], event->cbutton.state );
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}
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break;
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}
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