Added a practical example of confirm/cancel gamepad button handling

main
Sam Lantinga 2024-01-04 22:51:13 -08:00
parent 787a15f760
commit 21c80ac843
1 changed files with 65 additions and 1 deletions

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@ -396,7 +396,71 @@ The SDL_EVENT_GAMEPAD_ADDED event now provides the joystick instance ID in the w
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.
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.
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:
```c
#define CONFIRM_BUTTON SDL_GAMEPAD_BUTTON_SOUTH
#define CANCEL_BUTTON SDL_GAMEPAD_BUTTON_EAST
SDL_bool flipped_buttons;
void InitMappedButtons(SDL_Gamepad *gamepad)
{
if (!GetFlippedButtonSetting(&flipped_buttons)) {
if (SDL_GetGamepadButtonLabel(gamepad, SDL_GAMEPAD_BUTTON_SOUTH) == SDL_GAMEPAD_BUTTON_LABEL_B) {
flipped_buttons = SDL_TRUE;
} else {
flipped_buttons = SDL_FALSE;
}
}
}
SDL_GamepadButton GetMappedButton(SDL_GamepadButton button)
{
if (flipped_buttons) {
switch (button) {
case SDL_GAMEPAD_BUTTON_SOUTH:
return SDL_GAMEPAD_BUTTON_EAST;
case SDL_GAMEPAD_BUTTON_EAST:
return SDL_GAMEPAD_BUTTON_SOUTH;
case SDL_GAMEPAD_BUTTON_WEST:
return SDL_GAMEPAD_BUTTON_NORTH;
case SDL_GAMEPAD_BUTTON_NORTH:
return SDL_GAMEPAD_BUTTON_WEST;
default:
break;
}
}
return button;
}
SDL_GamepadButtonLabel GetConfirmActionLabel(SDL_Gamepad *gamepad)
{
return SDL_GetGamepadButtonLabel(gamepad, GetMappedButton(CONFIRM_BUTTON));
}
SDL_GamepadButtonLabel GetCancelActionLabel(SDL_Gamepad *gamepad)
{
return SDL_GetGamepadButtonLabel(gamepad, GetMappedButton(CANCEL_BUTTON));
}
void HandleGamepadEvent(SDL_Event *event)
{
if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
switch (GetMappedButton(event->gbutton.button)) {
case CONFIRM_BUTTON:
/* Handle confirm action */
break;
case CANCEL_BUTTON:
/* Handle cancel action */
break;
default:
/* ... */
break;
}
}
}
```
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.