Even more miscellaneous gamepad buttons!
parent
cb70e972e3
commit
d04fea8b87
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@ -122,6 +122,8 @@ typedef enum
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SDL_GAMEPAD_BUTTON_MISC2, /* Additional button */
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SDL_GAMEPAD_BUTTON_MISC3, /* Additional button */
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SDL_GAMEPAD_BUTTON_MISC4, /* Additional button */
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SDL_GAMEPAD_BUTTON_MISC5, /* Additional button */
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SDL_GAMEPAD_BUTTON_MISC6, /* Additional button */
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SDL_GAMEPAD_BUTTON_MAX
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} SDL_GamepadButton;
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@ -1088,7 +1088,9 @@ static const char *map_StringForGamepadButton[] = {
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"touchpad",
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"misc2",
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"misc3",
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"misc4"
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"misc4",
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"misc5",
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"misc6"
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};
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SDL_COMPILE_TIME_ASSERT(map_StringForGamepadButton, SDL_arraysize(map_StringForGamepadButton) == SDL_GAMEPAD_BUTTON_MAX);
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@ -1757,6 +1759,8 @@ static GamepadMapping_t *SDL_PrivateGenerateAutomaticGamepadMapping(const char *
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SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "misc2", &raw_map->misc2);
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SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "misc3", &raw_map->misc3);
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SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "misc4", &raw_map->misc4);
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SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "misc5", &raw_map->misc5);
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SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "misc6", &raw_map->misc6);
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/* Keep using paddle1-4 in the generated mapping so that it can be
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* reused with SDL2 */
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SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle1", &raw_map->right_paddle1);
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@ -215,6 +215,8 @@ typedef struct SDL_GamepadMapping
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SDL_InputMapping misc2;
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SDL_InputMapping misc3;
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SDL_InputMapping misc4;
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SDL_InputMapping misc5;
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SDL_InputMapping misc6;
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SDL_InputMapping right_paddle1;
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SDL_InputMapping left_paddle1;
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SDL_InputMapping right_paddle2;
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@ -702,6 +702,16 @@ static SDL_bool VIRTUAL_JoystickGetGamepadMapping(int device_index, SDL_GamepadM
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out->misc4.target = current_button++;
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}
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_MISC5))) {
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out->misc5.kind = EMappingKind_Button;
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out->misc5.target = current_button++;
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}
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_MISC6))) {
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out->misc6.kind = EMappingKind_Button;
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out->misc6.target = current_button++;
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}
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if (current_axis < hwdata->desc.naxes && (hwdata->desc.axis_mask & (1 << SDL_GAMEPAD_AXIS_LEFTX))) {
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out->leftx.kind = EMappingKind_Axis;
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out->leftx.target = current_axis++;
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@ -652,6 +652,8 @@ static const char *gamepad_button_names[] = {
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"Misc2",
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"Misc3",
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"Misc4",
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"Misc5",
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"Misc6",
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};
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SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_MAX);
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@ -785,6 +785,8 @@ static const char *GetBindingInstruction(void)
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case SDL_GAMEPAD_BUTTON_MISC2:
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case SDL_GAMEPAD_BUTTON_MISC3:
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case SDL_GAMEPAD_BUTTON_MISC4:
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case SDL_GAMEPAD_BUTTON_MISC5:
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case SDL_GAMEPAD_BUTTON_MISC6:
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return "Press any additional button not already bound";
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case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
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return "Move the left thumbstick to the left";
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