parent
9f17d1a9d8
commit
9e50048ab6
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@ -374,8 +374,6 @@ 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 binding structure has been removed in favor of exchanging bindings in text format.
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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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SDL_CONTROLLER_TYPE_VIRTUAL has been removed, so virtual controllers can emulate other gamepad types. If you need to know whether a controller is virtual, you can use SDL_IsJoystickVirtual().
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@ -471,8 +469,6 @@ The following functions have been renamed:
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The following functions have been removed:
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* SDL_GameControllerEventState() - replaced with SDL_SetGamepadEventsEnabled() and SDL_GamepadEventsEnabled()
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* SDL_GameControllerGetBindForAxis()
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* SDL_GameControllerGetBindForButton()
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* SDL_GameControllerMappingForDeviceIndex() - replaced with SDL_GetGamepadInstanceMapping()
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* SDL_GameControllerNameForIndex() - replaced with SDL_GetGamepadInstanceName()
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* SDL_GameControllerPathForIndex() - replaced with SDL_GetGamepadInstancePath()
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@ -125,6 +125,33 @@ typedef enum
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SDL_GAMEPAD_AXIS_MAX
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} SDL_GamepadAxis;
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typedef enum
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{
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SDL_GAMEPAD_BINDTYPE_NONE = 0,
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SDL_GAMEPAD_BINDTYPE_BUTTON,
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SDL_GAMEPAD_BINDTYPE_AXIS,
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SDL_GAMEPAD_BINDTYPE_HAT
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} SDL_GamepadBindingType;
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/**
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* Get the SDL joystick layer binding for this gamepad button/axis mapping
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*/
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typedef struct SDL_GamepadBinding
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{
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SDL_GamepadBindingType bindType;
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union
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{
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int button;
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int axis;
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struct {
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int hat;
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int hat_mask;
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} hat;
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} value;
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} SDL_GamepadBinding;
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/**
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* Add support for gamepads that SDL is unaware of or change the binding of an
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* existing gamepad.
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@ -819,6 +846,21 @@ extern DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char
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*/
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis);
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/**
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* Get the SDL joystick layer binding for a gamepad axis mapping.
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*
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* \param gamepad a gamepad
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* \param axis an axis enum value (one of the SDL_GamepadAxis values)
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller axis doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetGamepadBindForButton
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*/
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extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis);
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/**
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* Query whether a gamepad has a given axis.
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*
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@ -884,6 +926,21 @@ extern DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const c
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*/
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extern DECLSPEC const char* SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button);
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/**
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* Get the SDL joystick layer binding for a gamepad button mapping.
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*
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* \param gamepad a gamepad
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* \param button an button enum value (an SDL_GamepadButton value)
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* \returns a SDL_GamepadBinding describing the bind. On failure (like the
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* given Controller button doesn't exist on the device), its
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* `.bindType` will be `SDL_GAMEPAD_BINDTYPE_NONE`.
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*
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* \since This function is available since SDL 3.0.0.
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*
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* \sa SDL_GetGamepadBindForAxis
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*/
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extern DECLSPEC SDL_GamepadBinding SDLCALL SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button);
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/**
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* Query whether a gamepad has a given button.
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*
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@ -172,6 +172,8 @@ SDL3_0.0.0 {
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SDL_GetGamepadAppleSFSymbolsNameForButton;
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SDL_GetGamepadAxis;
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SDL_GetGamepadAxisFromString;
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SDL_GetGamepadBindForAxis;
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SDL_GetGamepadBindForButton;
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SDL_GetGamepadButton;
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SDL_GetGamepadButtonFromString;
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SDL_GetGamepadFirmwareVersion;
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@ -196,6 +196,8 @@
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#define SDL_GetGamepadAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton_REAL
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#define SDL_GetGamepadAxis SDL_GetGamepadAxis_REAL
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#define SDL_GetGamepadAxisFromString SDL_GetGamepadAxisFromString_REAL
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#define SDL_GetGamepadBindForAxis SDL_GetGamepadBindForAxis_REAL
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#define SDL_GetGamepadBindForButton SDL_GetGamepadBindForButton_REAL
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#define SDL_GetGamepadButton SDL_GetGamepadButton_REAL
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#define SDL_GetGamepadButtonFromString SDL_GetGamepadButtonFromString_REAL
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#define SDL_GetGamepadFirmwareVersion SDL_GetGamepadFirmwareVersion_REAL
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@ -271,6 +271,8 @@ SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForAxis,(SDL_Gamepad
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SDL_DYNAPI_PROC(const char*,SDL_GetGamepadAppleSFSymbolsNameForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(Sint16,SDL_GetGamepadAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadAxis,SDL_GetGamepadAxisFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForAxis,(SDL_Gamepad *a, SDL_GamepadAxis b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadBinding,SDL_GetGamepadBindForButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(Uint8,SDL_GetGamepadButton,(SDL_Gamepad *a, SDL_GamepadButton b),(a,b),return)
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SDL_DYNAPI_PROC(SDL_GamepadButton,SDL_GetGamepadButtonFromString,(const char *a),(a),return)
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SDL_DYNAPI_PROC(Uint16,SDL_GetGamepadFirmwareVersion,(SDL_Gamepad *a),(a),return)
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@ -57,14 +57,6 @@
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static SDL_bool SDL_gamepads_initialized;
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static SDL_Gamepad *SDL_gamepads SDL_GUARDED_BY(SDL_joystick_lock) = NULL;
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typedef enum
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{
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SDL_GAMEPAD_BINDTYPE_NONE = 0,
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SDL_GAMEPAD_BINDTYPE_BUTTON,
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SDL_GAMEPAD_BINDTYPE_AXIS,
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SDL_GAMEPAD_BINDTYPE_HAT
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} SDL_GamepadBindingType;
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typedef struct
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{
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SDL_GamepadBindingType inputType;
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@ -101,7 +93,7 @@ typedef struct
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} output;
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} SDL_GamepadBinding;
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} SDL_ExtendedGamepadBind;
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/* our hard coded list of mapping support */
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typedef enum
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@ -155,8 +147,8 @@ struct SDL_Gamepad
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const char *name _guarded;
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GamepadMapping_t *mapping _guarded;
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int num_bindings _guarded;
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SDL_GamepadBinding *bindings _guarded;
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SDL_GamepadBinding **last_match_axis _guarded;
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SDL_ExtendedGamepadBind *bindings _guarded;
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SDL_ExtendedGamepadBind **last_match_axis _guarded;
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Uint8 *last_hat_mask _guarded;
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Uint64 guide_button_down _guarded;
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@ -192,7 +184,7 @@ static GamepadMapping_t *SDL_PrivateGetGamepadMapping(SDL_JoystickID instance_id
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static int SDL_SendGamepadAxis(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadAxis axis, Sint16 value);
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static int SDL_SendGamepadButton(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadButton button, Uint8 state);
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static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
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static SDL_bool HasSameOutput(SDL_ExtendedGamepadBind *a, SDL_ExtendedGamepadBind *b)
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{
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if (a->outputType != b->outputType) {
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return SDL_FALSE;
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@ -205,7 +197,7 @@ static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
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}
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}
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static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind)
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static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_ExtendedGamepadBind *bind)
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{
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if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0);
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@ -217,14 +209,14 @@ static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBindi
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static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis, int value)
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{
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int i;
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SDL_GamepadBinding *last_match;
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SDL_GamepadBinding *match = NULL;
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SDL_ExtendedGamepadBind *last_match;
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SDL_ExtendedGamepadBind *match = NULL;
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SDL_AssertJoysticksLocked();
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last_match = gamepad->last_match_axis[axis];
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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axis == binding->input.axis.axis) {
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if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
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@ -276,7 +268,7 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
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SDL_AssertJoysticksLocked();
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON &&
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button == binding->input.button) {
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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@ -300,7 +292,7 @@ static void HandleJoystickHat(Uint64 timestamp, SDL_Gamepad *gamepad, int hat, U
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last_mask = gamepad->last_hat_mask[hat];
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changed_mask = (last_mask ^ value);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) {
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if ((changed_mask & binding->input.hat.hat_mask) != 0) {
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if (value & binding->input.hat.hat_mask) {
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*/
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static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGameButton, const char *szJoystickButton)
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{
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SDL_GamepadBinding bind;
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SDL_ExtendedGamepadBind bind;
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SDL_GamepadButton button;
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SDL_GamepadAxis axis;
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SDL_bool invert_input = SDL_FALSE;
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@ -1244,7 +1236,7 @@ static int SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char *szGa
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}
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++gamepad->num_bindings;
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gamepad->bindings = (SDL_GamepadBinding *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
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gamepad->bindings = (SDL_ExtendedGamepadBind *)SDL_realloc(gamepad->bindings, gamepad->num_bindings * sizeof(*gamepad->bindings));
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if (!gamepad->bindings) {
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gamepad->num_bindings = 0;
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return SDL_OutOfMemory();
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/* Set the zero point for triggers */
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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(binding->output.axis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
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}
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if (gamepad->joystick->naxes) {
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gamepad->last_match_axis = (SDL_GamepadBinding **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
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gamepad->last_match_axis = (SDL_ExtendedGamepadBind **)SDL_calloc(gamepad->joystick->naxes, sizeof(*gamepad->last_match_axis));
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if (!gamepad->last_match_axis) {
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SDL_OutOfMemory();
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SDL_CloseJoystick(gamepad->joystick);
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@ -2534,25 +2526,17 @@ void SDL_UpdateGamepads(void)
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*/
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SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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{
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SDL_bool retval = SDL_FALSE;
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SDL_GamepadBinding bind;
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SDL_LockJoysticks();
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{
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int i;
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CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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retval = SDL_TRUE;
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break;
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}
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}
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bind = SDL_GetGamepadBindForAxis(gamepad, axis);
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}
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SDL_UnlockJoysticks();
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return retval;
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return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
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}
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/*
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@ -2569,7 +2553,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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CHECK_GAMEPAD_MAGIC(gamepad, 0);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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int value = 0;
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SDL_bool valid_input_range;
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*/
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SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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{
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SDL_bool retval = SDL_FALSE;
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SDL_GamepadBinding bind;
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SDL_LockJoysticks();
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{
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int i;
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CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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retval = SDL_TRUE;
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break;
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}
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}
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bind = SDL_GetGamepadBindForButton(gamepad, button);
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}
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SDL_UnlockJoysticks();
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return retval;
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return (bind.bindType != SDL_GAMEPAD_BINDTYPE_NONE) ? SDL_TRUE : SDL_FALSE;
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}
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/*
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CHECK_GAMEPAD_MAGIC(gamepad, 0);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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SDL_bool valid_input_range;
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@ -3180,6 +3156,81 @@ SDL_Gamepad *SDL_GetGamepadFromPlayerIndex(int player_index)
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return retval;
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}
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/*
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* Get the SDL joystick layer binding for this gamepad axis mapping
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*/
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SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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{
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SDL_GamepadBinding bind;
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SDL_zero(bind);
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SDL_LockJoysticks();
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{
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CHECK_GAMEPAD_MAGIC(gamepad, bind);
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if (axis != SDL_GAMEPAD_AXIS_INVALID) {
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int i;
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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bind.bindType = binding->inputType;
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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/* FIXME: There might be multiple axes bound now that we have axis ranges... */
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bind.value.axis = binding->input.axis.axis;
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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bind.value.button = binding->input.button;
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
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bind.value.hat.hat = binding->input.hat.hat;
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bind.value.hat.hat_mask = binding->input.hat.hat_mask;
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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_UnlockJoysticks();
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return bind;
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}
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/*
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* Get the SDL joystick layer binding for this gamepad button mapping
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*/
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SDL_GamepadBinding SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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{
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SDL_GamepadBinding bind;
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SDL_zero(bind);
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SDL_LockJoysticks();
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{
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CHECK_GAMEPAD_MAGIC(gamepad, bind);
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if (button != SDL_GAMEPAD_BUTTON_INVALID) {
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int i;
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
|
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
|
||||
bind.bindType = binding->inputType;
|
||||
if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
|
||||
bind.value.axis = binding->input.axis.axis;
|
||||
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
|
||||
bind.value.button = binding->input.button;
|
||||
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
|
||||
bind.value.hat.hat = binding->input.hat.hat;
|
||||
bind.value.hat.hat_mask = binding->input.hat.hat_mask;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
SDL_UnlockJoysticks();
|
||||
|
||||
return bind;
|
||||
}
|
||||
|
||||
int SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms)
|
||||
{
|
||||
SDL_Joystick *joystick = SDL_GetGamepadJoystick(gamepad);
|
||||
|
|
Loading…
Reference in New Issue