Relabel back paddles as left or right

The sequence order of the four paddles is not obvious, with SDL and Xbox
controllers swapping the order of P2 and P3 relative to each other.
If we group them into left and right, then it becomes more obvious.

Signed-off-by: Simon McVittie <smcv@collabora.com>
main
Simon McVittie 2023-08-09 18:09:42 +01:00 committed by Sam Lantinga
parent be884f0c95
commit efe15588d5
13 changed files with 128 additions and 120 deletions

View File

@ -940,19 +940,19 @@ typedef SDL_ControllerTouchpadEvent, SDL_GamepadTouchpadEvent;
@@
@@
- SDL_CONTROLLER_BUTTON_PADDLE1
+ SDL_GAMEPAD_BUTTON_PADDLE1
+ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
@@
@@
- SDL_CONTROLLER_BUTTON_PADDLE2
+ SDL_GAMEPAD_BUTTON_PADDLE2
+ SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
@@
@@
- SDL_CONTROLLER_BUTTON_PADDLE3
+ SDL_GAMEPAD_BUTTON_PADDLE3
+ SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
@@
@@
- SDL_CONTROLLER_BUTTON_PADDLE4
+ SDL_GAMEPAD_BUTTON_PADDLE4
+ SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
@@
@@
- SDL_CONTROLLER_BUTTON_RIGHTSHOULDER

View File

@ -508,10 +508,10 @@ The following symbols have been renamed:
* SDL_CONTROLLER_BUTTON_LEFTSTICK => SDL_GAMEPAD_BUTTON_LEFT_STICK
* SDL_CONTROLLER_BUTTON_MAX => SDL_GAMEPAD_BUTTON_MAX
* SDL_CONTROLLER_BUTTON_MISC1 => SDL_GAMEPAD_BUTTON_MISC1
* SDL_CONTROLLER_BUTTON_PADDLE1 => SDL_GAMEPAD_BUTTON_PADDLE1
* SDL_CONTROLLER_BUTTON_PADDLE2 => SDL_GAMEPAD_BUTTON_PADDLE2
* SDL_CONTROLLER_BUTTON_PADDLE3 => SDL_GAMEPAD_BUTTON_PADDLE3
* SDL_CONTROLLER_BUTTON_PADDLE4 => SDL_GAMEPAD_BUTTON_PADDLE4
* SDL_CONTROLLER_BUTTON_PADDLE1 => SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
* SDL_CONTROLLER_BUTTON_PADDLE2 => SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
* SDL_CONTROLLER_BUTTON_PADDLE3 => SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
* SDL_CONTROLLER_BUTTON_PADDLE4 => SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
* SDL_CONTROLLER_BUTTON_RIGHTSHOULDER => SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
* SDL_CONTROLLER_BUTTON_RIGHTSTICK => SDL_GAMEPAD_BUTTON_RIGHT_STICK
* SDL_CONTROLLER_BUTTON_START => SDL_GAMEPAD_BUTTON_START

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@ -96,10 +96,10 @@ typedef enum
SDL_GAMEPAD_BUTTON_DPAD_LEFT,
SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
SDL_GAMEPAD_BUTTON_MISC1, /* Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button) */
SDL_GAMEPAD_BUTTON_PADDLE1, /* Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
SDL_GAMEPAD_BUTTON_PADDLE2, /* Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
SDL_GAMEPAD_BUTTON_PADDLE3, /* Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
SDL_GAMEPAD_BUTTON_PADDLE4, /* Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /* Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /* Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /* Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /* Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */
SDL_GAMEPAD_BUTTON_TOUCHPAD, /* PS4/PS5 touchpad button */
SDL_GAMEPAD_BUTTON_MAX
} SDL_GamepadButton;

View File

@ -174,10 +174,10 @@
#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_GAMEPAD_BUTTON_LEFT_STICK
#define SDL_CONTROLLER_BUTTON_MAX SDL_GAMEPAD_BUTTON_MAX
#define SDL_CONTROLLER_BUTTON_MISC1 SDL_GAMEPAD_BUTTON_MISC1
#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_GAMEPAD_BUTTON_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_GAMEPAD_BUTTON_PADDLE2
#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_GAMEPAD_BUTTON_PADDLE3
#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_GAMEPAD_BUTTON_PADDLE4
#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_GAMEPAD_BUTTON_RIGHT_STICK
#define SDL_CONTROLLER_BUTTON_START SDL_GAMEPAD_BUTTON_START
@ -625,10 +625,10 @@
#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_CONTROLLER_BUTTON_LEFTSTICK_renamed_SDL_GAMEPAD_BUTTON_LEFT_STICK
#define SDL_CONTROLLER_BUTTON_MAX SDL_CONTROLLER_BUTTON_MAX_renamed_SDL_GAMEPAD_BUTTON_MAX
#define SDL_CONTROLLER_BUTTON_MISC1 SDL_CONTROLLER_BUTTON_MISC1_renamed_SDL_GAMEPAD_BUTTON_MISC1
#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_CONTROLLER_BUTTON_PADDLE1_renamed_SDL_GAMEPAD_BUTTON_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_CONTROLLER_BUTTON_PADDLE2_renamed_SDL_GAMEPAD_BUTTON_PADDLE2
#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_CONTROLLER_BUTTON_PADDLE3_renamed_SDL_GAMEPAD_BUTTON_PADDLE3
#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_CONTROLLER_BUTTON_PADDLE4_renamed_SDL_GAMEPAD_BUTTON_PADDLE4
#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_CONTROLLER_BUTTON_PADDLE1_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_CONTROLLER_BUTTON_PADDLE2_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE1
#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_CONTROLLER_BUTTON_PADDLE3_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2
#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_CONTROLLER_BUTTON_PADDLE4_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE2
#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_CONTROLLER_BUTTON_RIGHTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER
#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_CONTROLLER_BUTTON_RIGHTSTICK_renamed_SDL_GAMEPAD_BUTTON_RIGHT_STICK
#define SDL_CONTROLLER_BUTTON_START SDL_CONTROLLER_BUTTON_START_renamed_SDL_GAMEPAD_BUTTON_START

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@ -1105,29 +1105,31 @@ const char *SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis)
}
static const char *map_StringForGamepadButton[] = {
"a",
"b",
"x",
"y",
"back",
"guide",
"start",
"leftstick",
"rightstick",
"leftshoulder",
"rightshoulder",
"dpup",
"dpdown",
"dpleft",
"dpright",
"misc1",
"paddle1",
"paddle2",
"paddle3",
"paddle4",
"touchpad"
"a", NULL,
"b", NULL,
"x", NULL,
"y", NULL,
"back", NULL,
"guide", NULL,
"start", NULL,
"leftstick", NULL,
"rightstick", NULL,
"leftshoulder", NULL,
"rightshoulder", NULL,
"dpup", NULL,
"dpdown", NULL,
"dpleft", NULL,
"dpright", NULL,
"misc1", NULL,
/* Keep using paddle1-4 when we generate mapping strings so that they
* can be reused with SDL2, but accept rightpaddle1 etc. as input */
"paddle1", "rightpaddle1",
"paddle2", "leftpaddle1",
"paddle3", "rightpaddle2",
"paddle4", "leftpaddle2",
"touchpad", NULL
};
SDL_COMPILE_TIME_ASSERT(map_StringForGamepadButton, SDL_arraysize(map_StringForGamepadButton) == SDL_GAMEPAD_BUTTON_MAX);
SDL_COMPILE_TIME_ASSERT(map_StringForGamepadButton, SDL_arraysize(map_StringForGamepadButton) == 2 * SDL_GAMEPAD_BUTTON_MAX);
/*
* convert a string to its enum equivalent
@ -1141,8 +1143,8 @@ SDL_GamepadButton SDL_GetGamepadButtonFromString(const char *str)
}
for (i = 0; i < SDL_arraysize(map_StringForGamepadButton); ++i) {
if (SDL_strcasecmp(str, map_StringForGamepadButton[i]) == 0) {
return (SDL_GamepadButton)i;
if (map_StringForGamepadButton[i] && SDL_strcasecmp(str, map_StringForGamepadButton[i]) == 0) {
return (SDL_GamepadButton) (i / 2);
}
}
return SDL_GAMEPAD_BUTTON_INVALID;
@ -1154,7 +1156,7 @@ SDL_GamepadButton SDL_GetGamepadButtonFromString(const char *str)
const char *SDL_GetGamepadStringForButton(SDL_GamepadButton button)
{
if (button > SDL_GAMEPAD_BUTTON_INVALID && button < SDL_GAMEPAD_BUTTON_MAX) {
return map_StringForGamepadButton[button];
return map_StringForGamepadButton[button * 2];
}
return NULL;
}
@ -1660,10 +1662,12 @@ static GamepadMapping_t *SDL_PrivateGenerateAutomaticGamepadMapping(const char *
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "dpleft", &raw_map->dpleft);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "dpright", &raw_map->dpright);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "misc1", &raw_map->misc1);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle1", &raw_map->paddle1);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle2", &raw_map->paddle2);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle3", &raw_map->paddle3);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle4", &raw_map->paddle4);
/* Keep using paddle1-4 in the generated mapping so that it can be
* reused with SDL2 */
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle1", &raw_map->right_paddle1);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle2", &raw_map->left_paddle1);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle3", &raw_map->right_paddle2);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "paddle4", &raw_map->left_paddle2);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "leftx", &raw_map->leftx);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "lefty", &raw_map->lefty);
SDL_PrivateAppendToMappingString(mapping, sizeof(mapping), "rightx", &raw_map->rightx);

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@ -196,10 +196,10 @@ typedef struct SDL_GamepadMapping
SDL_InputMapping dpleft;
SDL_InputMapping dpright;
SDL_InputMapping misc1;
SDL_InputMapping paddle1;
SDL_InputMapping paddle2;
SDL_InputMapping paddle3;
SDL_InputMapping paddle4;
SDL_InputMapping right_paddle1;
SDL_InputMapping left_paddle1;
SDL_InputMapping right_paddle2;
SDL_InputMapping left_paddle2;
SDL_InputMapping leftx;
SDL_InputMapping lefty;
SDL_InputMapping rightx;

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@ -349,22 +349,24 @@ static BOOL IOS_AddMFIJoystickDevice(SDL_JoystickDeviceItem *device, GCControlle
}
if (controller.physicalInputProfile.buttons[GCInputXboxPaddleOne] != nil) {
device->has_xbox_paddles = SDL_TRUE;
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_PADDLE1);
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1);
++nbuttons;
}
if (controller.physicalInputProfile.buttons[GCInputXboxPaddleTwo] != nil) {
/* TODO: Is this right? SDL_gamepad.h says P2 is the lower right */
device->has_xbox_paddles = SDL_TRUE;
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_PADDLE2);
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE1);
++nbuttons;
}
if (controller.physicalInputProfile.buttons[GCInputXboxPaddleThree] != nil) {
/* TODO: Is this right? SDL_gamepad.h says P3 is the upper left */
device->has_xbox_paddles = SDL_TRUE;
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_PADDLE3);
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2);
++nbuttons;
}
if (controller.physicalInputProfile.buttons[GCInputXboxPaddleFour] != nil) {
device->has_xbox_paddles = SDL_TRUE;
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_PADDLE4);
device->button_mask |= (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE2);
++nbuttons;
}
if (controller.physicalInputProfile.buttons[GCInputXboxShareButton] != nil) {
@ -1055,16 +1057,16 @@ static void IOS_MFIJoystickUpdate(SDL_Joystick *joystick)
}
if (joystick->hwdata->has_xbox_paddles) {
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE1)) {
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1)) {
buttons[button_count++] = controller.physicalInputProfile.buttons[GCInputXboxPaddleOne].isPressed;
}
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE2)) {
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE1)) {
buttons[button_count++] = controller.physicalInputProfile.buttons[GCInputXboxPaddleTwo].isPressed;
}
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE3)) {
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2)) {
buttons[button_count++] = controller.physicalInputProfile.buttons[GCInputXboxPaddleThree].isPressed;
}
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE4)) {
if (joystick->hwdata->button_mask & (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE2)) {
buttons[button_count++] = controller.physicalInputProfile.buttons[GCInputXboxPaddleFour].isPressed;
}
@ -1826,16 +1828,18 @@ const char *IOS_GetAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_Gamepad
case SDL_GAMEPAD_BUTTON_MISC1:
GetAppleSFSymbolsNameForElement(elements[GCInputDualShockTouchpadButton], elementName);
break;
case SDL_GAMEPAD_BUTTON_PADDLE1:
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1:
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleOne], elementName);
break;
case SDL_GAMEPAD_BUTTON_PADDLE2:
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1:
/* TODO: Is this right? SDL_gamepad.h says P2 is the lower right */
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleTwo], elementName);
break;
case SDL_GAMEPAD_BUTTON_PADDLE3:
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2:
/* TODO: Is this right? SDL_gamepad.h says P3 is the upper left */
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleThree], elementName);
break;
case SDL_GAMEPAD_BUTTON_PADDLE4:
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2:
GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleFour], elementName);
break;
case SDL_GAMEPAD_BUTTON_TOUCHPAD:

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@ -1888,8 +1888,8 @@ static void HandleCombinedControllerStateL(Uint64 timestamp, SDL_Joystick *joyst
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_DPAD_UP, (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_DPAD_RIGHT, (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_DPAD_LEFT, (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE4, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE2, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
axis = (data & 0x80) ? 32767 : -32768;
SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, axis);
@ -1923,8 +1923,8 @@ static void HandleMiniControllerStateL(Uint64 timestamp, SDL_Joystick *joystick,
SDL_SendJoystickButton(timestamp, joystick, RemapButton(ctx, SDL_GAMEPAD_BUTTON_B), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE2, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE4, (data & 0x80) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, (data & 0x80) ? SDL_PRESSED : SDL_RELEASED);
}
axis = packet->controllerState.rgucJoystickLeft[0] | ((packet->controllerState.rgucJoystickLeft[1] & 0xF) << 8);
@ -1946,8 +1946,8 @@ static void HandleCombinedControllerStateR(Uint64 timestamp, SDL_Joystick *joyst
SDL_SendJoystickButton(timestamp, joystick, RemapButton(ctx, SDL_GAMEPAD_BUTTON_B), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, RemapButton(ctx, SDL_GAMEPAD_BUTTON_X), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, RemapButton(ctx, SDL_GAMEPAD_BUTTON_Y), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE1, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE3, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
axis = (data & 0x80) ? 32767 : -32768;
SDL_SendJoystickAxis(timestamp, joystick, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, axis);
@ -1981,8 +1981,8 @@ static void HandleMiniControllerStateR(Uint64 timestamp, SDL_Joystick *joystick,
SDL_SendJoystickButton(timestamp, joystick, RemapButton(ctx, SDL_GAMEPAD_BUTTON_X), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE1, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_PADDLE3, (data & 0x80) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
SDL_SendJoystickButton(timestamp, joystick, SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, (data & 0x80) ? SDL_PRESSED : SDL_RELEASED);
}
if (packet->controllerState.rgucButtons[1] != ctx->m_lastFullState.controllerState.rgucButtons[1]) {

View File

@ -2517,19 +2517,19 @@ static SDL_bool LINUX_JoystickGetGamepadMapping(int device_index, SDL_GamepadMap
joystick->hwdata->has_key[BTN_TRIGGER_HAPPY6] &&
joystick->hwdata->has_key[BTN_TRIGGER_HAPPY7] &&
joystick->hwdata->has_key[BTN_TRIGGER_HAPPY8]) {
out->paddle1.kind = EMappingKind_Button;
out->paddle1.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY5];
out->paddle2.kind = EMappingKind_Button;
out->paddle2.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY7];
out->paddle3.kind = EMappingKind_Button;
out->paddle3.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY6];
out->paddle4.kind = EMappingKind_Button;
out->paddle4.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY8];
out->right_paddle1.kind = EMappingKind_Button;
out->right_paddle1.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY5];
out->left_paddle1.kind = EMappingKind_Button;
out->left_paddle1.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY7];
out->right_paddle2.kind = EMappingKind_Button;
out->right_paddle2.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY6];
out->left_paddle2.kind = EMappingKind_Button;
out->left_paddle2.target = joystick->hwdata->key_map[BTN_TRIGGER_HAPPY8];
#ifdef DEBUG_GAMEPAD_MAPPING
SDL_Log("Mapped PADDLE1 to button %d (BTN_TRIGGER_HAPPY5)", out->paddle1.target);
SDL_Log("Mapped PADDLE2 to button %d (BTN_TRIGGER_HAPPY7)", out->paddle2.target);
SDL_Log("Mapped PADDLE3 to button %d (BTN_TRIGGER_HAPPY6)", out->paddle3.target);
SDL_Log("Mapped PADDLE4 to button %d (BTN_TRIGGER_HAPPY8)", out->paddle4.target);
SDL_Log("Mapped RIGHT_PADDLE1 to button %d (BTN_TRIGGER_HAPPY5)", out->right_paddle1.target);
SDL_Log("Mapped LEFT_PADDLE1 to button %d (BTN_TRIGGER_HAPPY7)", out->left_paddle1.target);
SDL_Log("Mapped RIGHT_PADDLE2 to button %d (BTN_TRIGGER_HAPPY6)", out->right_paddle2.target);
SDL_Log("Mapped LEFT_PADDLE2 to button %d (BTN_TRIGGER_HAPPY8)", out->left_paddle2.target);
#endif
}

View File

@ -198,10 +198,10 @@ static SDL_bool N3DS_JoystickGetGamepadMapping(int device_index, SDL_GamepadMapp
.dpleft = { EMappingKind_Button, 5 },
.dpright = { EMappingKind_Button, 4 },
.misc1 = { EMappingKind_None, 255 },
.paddle1 = { EMappingKind_None, 255 },
.paddle2 = { EMappingKind_None, 255 },
.paddle3 = { EMappingKind_None, 255 },
.paddle4 = { EMappingKind_None, 255 },
.right_paddle1 = { EMappingKind_None, 255 },
.left_paddle1 = { EMappingKind_None, 255 },
.right_paddle2 = { EMappingKind_None, 255 },
.left_paddle2 = { EMappingKind_None, 255 },
.leftx = { EMappingKind_Axis, 0 },
.lefty = { EMappingKind_Axis, 1 },
.rightx = { EMappingKind_Axis, 2 },

View File

@ -669,24 +669,24 @@ static SDL_bool VIRTUAL_JoystickGetGamepadMapping(int device_index, SDL_GamepadM
out->misc1.target = current_button++;
}
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE1))) {
out->paddle1.kind = EMappingKind_Button;
out->paddle1.target = current_button++;
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1))) {
out->right_paddle1.kind = EMappingKind_Button;
out->right_paddle1.target = current_button++;
}
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE2))) {
out->paddle2.kind = EMappingKind_Button;
out->paddle2.target = current_button++;
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE1))) {
out->left_paddle1.kind = EMappingKind_Button;
out->left_paddle1.target = current_button++;
}
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE3))) {
out->paddle3.kind = EMappingKind_Button;
out->paddle3.target = current_button++;
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2))) {
out->right_paddle2.kind = EMappingKind_Button;
out->right_paddle2.target = current_button++;
}
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE4))) {
out->paddle4.kind = EMappingKind_Button;
out->paddle4.target = current_button++;
if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE2))) {
out->left_paddle2.kind = EMappingKind_Button;
out->left_paddle2.target = current_button++;
}
if (current_axis < hwdata->desc.naxes && (hwdata->desc.axis_mask & (1 << SDL_GAMEPAD_AXIS_LEFTX))) {

View File

@ -54,10 +54,10 @@ static const struct
{ 141, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_LEFT */
{ 211, 242 }, /* SDL_GAMEPAD_BUTTON_DPAD_RIGHT */
{ 257, 199 }, /* SDL_GAMEPAD_BUTTON_MISC1 */
{ 157, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE1 */
{ 355, 160 }, /* SDL_GAMEPAD_BUTTON_PADDLE2 */
{ 157, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE3 */
{ 355, 200 }, /* SDL_GAMEPAD_BUTTON_PADDLE4 */
{ 157, 160 }, /* SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 */
{ 355, 160 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 */
{ 157, 200 }, /* SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 */
{ 355, 200 }, /* SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 */
};
/* This is indexed by gamepad element */
@ -397,7 +397,7 @@ int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y)
for (i = 0; i < SDL_arraysize(button_positions); ++i) {
SDL_bool on_front = SDL_TRUE;
if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
on_front = SDL_FALSE;
}
if (on_front == ctx->showing_front) {
@ -560,7 +560,7 @@ void RenderGamepadImage(GamepadImage *ctx)
SDL_GamepadButton button_position = GetRemappedButton(ctx->face_style, (SDL_GamepadButton)i);
SDL_bool on_front = SDL_TRUE;
if (i >= SDL_GAMEPAD_BUTTON_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_PADDLE4) {
if (i >= SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 && i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2) {
on_front = SDL_FALSE;
}
if (on_front == ctx->showing_front) {
@ -681,10 +681,10 @@ static const char *gamepad_button_names[] = {
"DPAD Left",
"DPAD Right",
"Misc1",
"Paddle1",
"Paddle2",
"Paddle3",
"Paddle4",
"Right Paddle 1",
"Left Paddle 1",
"Right Paddle 2",
"Left Paddle 2",
"Touchpad",
};
SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_MAX);

View File

@ -131,10 +131,10 @@ static int s_arrBindingOrder[] = {
SDL_GAMEPAD_ELEMENT_INVALID,
/* Paddle sequence */
SDL_GAMEPAD_BUTTON_PADDLE1,
SDL_GAMEPAD_BUTTON_PADDLE2,
SDL_GAMEPAD_BUTTON_PADDLE3,
SDL_GAMEPAD_BUTTON_PADDLE4,
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1,
SDL_GAMEPAD_BUTTON_LEFT_PADDLE1,
SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2,
SDL_GAMEPAD_BUTTON_LEFT_PADDLE2,
SDL_GAMEPAD_ELEMENT_INVALID,
};
@ -749,13 +749,13 @@ static const char *GetBindingInstruction(void)
return "Press the D-Pad right";
case SDL_GAMEPAD_BUTTON_MISC1:
return "Press the bottom center button (Share/Capture)";
case SDL_GAMEPAD_BUTTON_PADDLE1:
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1:
return "Press the upper paddle under your right hand";
case SDL_GAMEPAD_BUTTON_PADDLE2:
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1:
return "Press the upper paddle under your left hand";
case SDL_GAMEPAD_BUTTON_PADDLE3:
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2:
return "Press the lower paddle under your right hand";
case SDL_GAMEPAD_BUTTON_PADDLE4:
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2:
return "Press the lower paddle under your left hand";
case SDL_GAMEPAD_BUTTON_TOUCHPAD:
return "Press down on the touchpad";
@ -1024,7 +1024,7 @@ static SDL_bool ShowingFront(void)
int i;
/* Show the back of the gamepad if the paddles are being held or bound */
for (i = SDL_GAMEPAD_BUTTON_PADDLE1; i <= SDL_GAMEPAD_BUTTON_PADDLE4; ++i) {
for (i = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1; i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2; ++i) {
if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) == SDL_PRESSED ||
binding_element == i) {
showing_front = SDL_FALSE;