SDL_GameControllerMapping() should return the string for the actual mapping that was used when opening a gamecontroller, rather than do a GUID match again
Also don't match against the zero guid if that happens to be in the mapping list for some reasonmain
parent
f3bf543e2a
commit
a2d66b6a91
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@ -125,6 +125,7 @@ struct _SDL_GameController
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int ref_count;
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const char *name;
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ControllerMapping_t *mapping;
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int num_bindings;
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SDL_ExtendedGameControllerBind *bindings;
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SDL_ExtendedGameControllerBind **last_match_axis;
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@ -740,6 +741,10 @@ static ControllerMapping_t *SDL_PrivateMatchControllerMappingForGUID(SDL_Joystic
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for (mapping = s_pSupportedControllers; mapping; mapping = mapping->next) {
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SDL_JoystickGUID mapping_guid;
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if (SDL_memcmp(&mapping->guid, &s_zeroGUID, sizeof(mapping->guid)) == 0) {
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continue;
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}
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SDL_memcpy(&mapping_guid, &mapping->guid, sizeof(mapping_guid));
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if (!match_version) {
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SDL_SetJoystickGUIDVersion(&mapping_guid, 0);
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@ -1070,19 +1075,20 @@ SDL_PrivateGameControllerParseControllerConfigString(SDL_GameController *gamecon
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/*
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* Make a new button mapping struct
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*/
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static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, const char *pchName, const char *pchMapping)
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static void SDL_PrivateLoadButtonMapping(SDL_GameController *gamecontroller, ControllerMapping_t *pControllerMapping)
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{
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int i;
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, );
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gamecontroller->name = pchName;
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gamecontroller->name = pControllerMapping->name;
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gamecontroller->num_bindings = 0;
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gamecontroller->mapping = pControllerMapping;
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if (gamecontroller->joystick->naxes) {
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SDL_memset(gamecontroller->last_match_axis, 0, gamecontroller->joystick->naxes * sizeof(*gamecontroller->last_match_axis));
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}
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SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pchMapping);
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SDL_PrivateGameControllerParseControllerConfigString(gamecontroller, pControllerMapping->mapping);
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/* Set the zero point for triggers */
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for (i = 0; i < gamecontroller->num_bindings; ++i) {
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@ -1191,9 +1197,9 @@ static void SDL_PrivateGameControllerRefreshMapping(ControllerMapping_t *pContro
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{
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SDL_GameController *gamecontrollerlist = SDL_gamecontrollers;
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while (gamecontrollerlist) {
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if (!SDL_memcmp(&gamecontrollerlist->joystick->guid, &pControllerMapping->guid, sizeof(pControllerMapping->guid))) {
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if (gamecontrollerlist->mapping == pControllerMapping) {
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/* Not really threadsafe. Should this lock access within SDL_GameControllerEventWatcher? */
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SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping->name, pControllerMapping->mapping);
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SDL_PrivateLoadButtonMapping(gamecontrollerlist, pControllerMapping);
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{
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SDL_Event event;
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@ -1755,7 +1761,7 @@ SDL_GameControllerMapping(SDL_GameController *gamecontroller)
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{
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CHECK_GAMECONTROLLER_MAGIC(gamecontroller, NULL);
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return SDL_GameControllerMappingForGUID(gamecontroller->joystick->guid);
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return CreateMappingString(gamecontroller->mapping, gamecontroller->joystick->guid);
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}
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static void
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@ -2126,7 +2132,7 @@ SDL_GameControllerOpen(int device_index)
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}
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}
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SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController->name, pSupportedController->mapping);
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SDL_PrivateLoadButtonMapping(gamecontroller, pSupportedController);
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/* Add the controller to list */
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++gamecontroller->ref_count;
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