Added a practical example of confirm/cancel gamepad button handling
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787a15f760
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21c80ac843
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@ -396,7 +396,71 @@ The SDL_EVENT_GAMEPAD_ADDED event now provides the joystick instance ID in the w
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The functions SDL_GetGamepads(), SDL_GetGamepadInstanceName(), SDL_GetGamepadInstancePath(), SDL_GetGamepadInstancePlayerIndex(), SDL_GetGamepadInstanceGUID(), SDL_GetGamepadInstanceVendor(), SDL_GetGamepadInstanceProduct(), SDL_GetGamepadInstanceProductVersion(), and SDL_GetGamepadInstanceType() have been added to directly query the list of available gamepads.
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The gamepad face buttons have been renamed from A/B/X/Y to North/South/East/West to indicate that they are positional rather than hardware-specific. You can use SDL_GetGamepadButtonLabel() to get the labels for the face buttons, e.g. A/B/X/Y or Cross/Circle/Square/Triangle. The hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS is ignored, and mappings that use this hint are translated correctly into positional buttons. Applications will now need to provide a way for users to swap between South/East as their accept/cancel buttons, as this varies based on region and muscle memory. Using South as the accept button and East as the cancel button is a good default.
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The gamepad face buttons have been renamed from A/B/X/Y to North/South/East/West to indicate that they are positional rather than hardware-specific. You can use SDL_GetGamepadButtonLabel() to get the labels for the face buttons, e.g. A/B/X/Y or Cross/Circle/Square/Triangle. The hint SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS is ignored, and mappings that use this hint are translated correctly into positional buttons. Applications should provide a way for users to swap between South/East as their accept/cancel buttons, as this varies based on region and muscle memory. You can use an approach similar to the following to handle this:
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```c
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#define CONFIRM_BUTTON SDL_GAMEPAD_BUTTON_SOUTH
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#define CANCEL_BUTTON SDL_GAMEPAD_BUTTON_EAST
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SDL_bool flipped_buttons;
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void InitMappedButtons(SDL_Gamepad *gamepad)
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{
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if (!GetFlippedButtonSetting(&flipped_buttons)) {
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if (SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_B) {
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flipped_buttons = SDL_TRUE;
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} else {
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flipped_buttons = SDL_FALSE;
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}
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}
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}
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SDL_GamepadButton GetMappedButton(SDL_GamepadButton button)
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{
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if (flipped_buttons) {
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switch (button) {
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case SDL_GAMEPAD_BUTTON_SOUTH:
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return SDL_GAMEPAD_BUTTON_EAST;
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case SDL_GAMEPAD_BUTTON_EAST:
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return SDL_GAMEPAD_BUTTON_SOUTH;
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case SDL_GAMEPAD_BUTTON_WEST:
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return SDL_GAMEPAD_BUTTON_NORTH;
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case SDL_GAMEPAD_BUTTON_NORTH:
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return SDL_GAMEPAD_BUTTON_WEST;
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default:
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break;
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}
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}
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return button;
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}
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SDL_GamepadButtonLabel GetConfirmActionLabel(SDL_Gamepad *gamepad)
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{
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return SDL_GetGamepadButtonLabel(gamepad, GetMappedButton(CONFIRM_BUTTON));
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}
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SDL_GamepadButtonLabel GetCancelActionLabel(SDL_Gamepad *gamepad)
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{
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return SDL_GetGamepadButtonLabel(gamepad, GetMappedButton(CANCEL_BUTTON));
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}
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void HandleGamepadEvent(SDL_Event *event)
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{
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if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
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switch (GetMappedButton(event->gbutton.button)) {
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case CONFIRM_BUTTON:
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/* Handle confirm action */
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break;
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case CANCEL_BUTTON:
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/* Handle cancel action */
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break;
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default:
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/* ... */
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break;
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}
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}
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}
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```
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SDL_GameControllerGetSensorDataWithTimestamp() has been removed. If you want timestamps for the sensor data, you should use the sensor_timestamp member of SDL_EVENT_GAMEPAD_SENSOR_UPDATE events.
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