Added an option to map the touchpad button for Sony controllers
parent
f6fdbc1e37
commit
4b571c624c
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@ -119,7 +119,7 @@ static int s_arrBindingOrder[] = {
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SDL_CONTROLLER_BUTTON_PADDLE2,
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SDL_CONTROLLER_BUTTON_PADDLE2,
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SDL_CONTROLLER_BUTTON_PADDLE3,
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SDL_CONTROLLER_BUTTON_PADDLE3,
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SDL_CONTROLLER_BUTTON_PADDLE4,
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SDL_CONTROLLER_BUTTON_PADDLE4,
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-1,
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SDL_CONTROLLER_BUTTON_TOUCHPAD,
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};
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};
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SDL_COMPILE_TIME_ASSERT(s_arrBindingOrder, SDL_arraysize(s_arrBindingOrder) == BINDING_COUNT);
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SDL_COMPILE_TIME_ASSERT(s_arrBindingOrder, SDL_arraysize(s_arrBindingOrder) == BINDING_COUNT);
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@ -167,6 +167,7 @@ static SDL_bool s_bBindingComplete;
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static SDL_Window *window;
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static SDL_Window *window;
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static SDL_Renderer *screen;
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static SDL_Renderer *screen;
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static SDL_bool done = SDL_FALSE;
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static SDL_bool done = SDL_FALSE;
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static SDL_bool bind_touchpad = SDL_FALSE;
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SDL_Texture *
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SDL_Texture *
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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@ -234,6 +235,13 @@ SetCurrentBinding(int iBinding)
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return;
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return;
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}
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}
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if (s_arrBindingOrder[iBinding] == SDL_CONTROLLER_BUTTON_TOUCHPAD &&
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!bind_touchpad)
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{
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SetCurrentBinding(iBinding + 1);
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return;
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}
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s_iCurrentBinding = iBinding;
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s_iCurrentBinding = iBinding;
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pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
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pBinding = &s_arrBindings[s_arrBindingOrder[s_iCurrentBinding]];
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@ -731,6 +739,10 @@ main(int argc, char *argv[])
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exit(1);
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exit(1);
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}
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}
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if (argv[1] && SDL_strcmp(argv[1], "--bind-touchpad") == 0) {
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bind_touchpad = SDL_TRUE;
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}
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/* Create a window to display joystick axis position */
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/* Create a window to display joystick axis position */
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window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
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window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH,
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