mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
InputCommon and nJoy: Moved functions to InputCommon, to be shared with the Wiimote plugin
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2147 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -81,12 +81,12 @@
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Rumble in windows
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#define _CONTROLLER_STATE_H // Avoid certain declarations in nJoy.h
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#define _EXCLUDE_MAIN_ // Avoid certain declarations in nJoy.h
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FILE *pFile;
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HINSTANCE nJoy_hInst = NULL;
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std::vector<CONTROLLER_INFO> joyinfo;
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CONTROLLER_STATE PadState[4];
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CONTROLLER_MAPPING PadMapping[4];
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std::vector<InputCommon::CONTROLLER_INFO> joyinfo;
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InputCommon::CONTROLLER_STATE PadState[4];
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InputCommon::CONTROLLER_MAPPING PadMapping[4];
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bool emulator_running = false;
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int NumPads = 0, NumGoodPads = 0;
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HWND m_hWnd; // Handle to window
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@ -193,7 +193,7 @@ void DllConfig(HWND _hParent)
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// Start the pads so we can use them in the configuration and advanced controls
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if(!emulator_running)
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{
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NumPads = Search_Devices(); // Populate joyinfo for all attached devices
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Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices
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}
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m_frame = new ConfigBox(NULL);
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@ -251,7 +251,7 @@ void Initialize(void *init)
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m_hWnd = (HWND)g_PADInitialize->hWnd;
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#endif
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NumPads = Search_Devices(); // Populate joyinfo for all attached devices
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Search_Devices(joyinfo, NumPads, NumGoodPads); // Populate joyinfo for all attached devices
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/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
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SetDataFormat() DirectX error -2147024809" after a few Open and Close */
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@ -265,79 +265,15 @@ void Initialize(void *init)
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}
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}
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// Search attached devices. Populate joyinfo for all attached physical devices.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int Search_Devices()
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bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
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{
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// Load config
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#ifdef _DEBUG
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DEBUG_INIT();
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#endif
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/* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need
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the SDL_INIT_VIDEO flag to */
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if (!SDL_WasInit(0))
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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{
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PanicAlert("Could not initialize SDL: %s", SDL_GetError());
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return 0;
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}
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#ifdef _DEBUG
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fprintf(pFile, "Scanning for devices\n");
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fprintf(pFile, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
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#endif
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// Get device status
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int numjoy = SDL_NumJoysticks();
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for (int i = 0; i < numjoy; i++ )
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{
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CONTROLLER_INFO Tmp;
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Tmp.joy = SDL_JoystickOpen(i);
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Tmp.ID = i;
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Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
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Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
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Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
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Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
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Tmp.Name = SDL_JoystickName(i);
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// Check if the device is okay
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if ( Tmp.NumAxes == 0
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&& Tmp.NumBalls == 0
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&& Tmp.NumButtons == 0
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&& Tmp.NumHats == 0
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)
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{
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Tmp.Good = false;
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}
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else
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{
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NumGoodPads++;
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Tmp.Good = true;
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}
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joyinfo.push_back(Tmp);
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#ifdef _DEBUG
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fprintf(pFile, "ID: %d\n", i);
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fprintf(pFile, "Name: %s\n", joyinfo[i].Name);
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fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons);
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fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes);
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fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats);
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fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls);
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#endif
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// We have now read the values we need so we close the device
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if (SDL_JoystickOpened(i)) SDL_JoystickClose(joyinfo[i].joy);
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}
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bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
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// Warn the user if no gamepads are detected
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if (NumGoodPads == 0 && emulator_running)
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if (_NumGoodPads == 0 && emulator_running)
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{
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PanicAlert("nJoy: No Gamepad Detected");
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return joyinfo.size();
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return false;
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}
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// Load PadMapping[] etc
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@ -351,7 +287,7 @@ int Search_Devices()
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PadState[i].joy = SDL_JoystickOpen(PadMapping[i].ID);
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}
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return joyinfo.size();
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return Success;
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}
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// Shutdown PAD (stop emulation)
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@ -405,13 +341,13 @@ void PAD_Input(u16 _Key, u8 _UpDown)
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// Check if the keys are interesting, and then update it
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for(int i = 0; i < 4; i++)
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{
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for(int j = CTL_L_SHOULDER; j <= CTL_START; j++)
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for(int j = InputCommon::CTL_L_SHOULDER; j <= InputCommon::CTL_START; j++)
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{
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if (PadMapping[i].buttons[j] == _Key)
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{ PadState[i].buttons[j] = _UpDown; break; }
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}
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for(int j = CTL_D_PAD_UP; j <= CTL_D_PAD_RIGHT; j++)
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for(int j = InputCommon::CTL_D_PAD_UP; j <= InputCommon::CTL_D_PAD_RIGHT; j++)
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{
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if (PadMapping[i].dpad2[j] == _Key)
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{ PadState[i].dpad2[j] = _UpDown; break; }
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@ -461,8 +397,9 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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// Clear pad status
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memset(_pPADStatus, 0, sizeof(SPADStatus));
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// Update the pad status
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GetJoyState(_numPAD);
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// Check that Dolphin is in focus, otherwise don't update the pad status
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if (!g_Config.bCheckFocus && IsFocus())
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GetJoyState(PadState[_numPAD], PadMapping[_numPAD], _numPAD, joyinfo[PadMapping[_numPAD].ID].NumButtons);
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// Get type
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int TriggerType = PadMapping[_numPAD].triggertype;
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@ -472,12 +409,12 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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// -----------
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// Read axis values
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int i_main_stick_x = PadState[_numPAD].axis[CTL_MAIN_X];
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int i_main_stick_y = -PadState[_numPAD].axis[CTL_MAIN_Y];
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int i_sub_stick_x = PadState[_numPAD].axis[CTL_SUB_X];
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int i_sub_stick_y = -PadState[_numPAD].axis[CTL_SUB_Y];
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int TriggerLeft = PadState[_numPAD].axis[CTL_L_SHOULDER];
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int TriggerRight = PadState[_numPAD].axis[CTL_R_SHOULDER];
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int i_main_stick_x = PadState[_numPAD].axis[InputCommon::CTL_MAIN_X];
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int i_main_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_MAIN_Y];
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int i_sub_stick_x = PadState[_numPAD].axis[InputCommon::CTL_SUB_X];
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int i_sub_stick_y = -PadState[_numPAD].axis[InputCommon::CTL_SUB_Y];
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int TriggerLeft = PadState[_numPAD].axis[InputCommon::CTL_L_SHOULDER];
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int TriggerRight = PadState[_numPAD].axis[InputCommon::CTL_R_SHOULDER];
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// Check if we should make adjustments
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if(PadMapping[_numPAD].bSquareToCircle)
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@ -494,10 +431,10 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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u8 sub_stick_y = Pad_Convert(i_sub_stick_y);
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// Convert the triggers values, if we are using analog triggers at all
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if(PadMapping[_numPAD].triggertype == CTL_TRIGGER_SDL)
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if(PadMapping[_numPAD].triggertype == InputCommon::CTL_TRIGGER_SDL)
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{
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if(PadMapping[_numPAD].buttons[CTL_L_SHOULDER] >= 1000) TriggerLeft = Pad_Convert(TriggerLeft);
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if(PadMapping[_numPAD].buttons[CTL_R_SHOULDER] >= 1000) TriggerRight = Pad_Convert(TriggerRight);
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if(PadMapping[_numPAD].buttons[InputCommon::CTL_L_SHOULDER] >= 1000) TriggerLeft = Pad_Convert(TriggerLeft);
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if(PadMapping[_numPAD].buttons[InputCommon::CTL_R_SHOULDER] >= 1000) TriggerRight = Pad_Convert(TriggerRight);
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}
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// Set Deadzones (perhaps out of function?)
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@ -520,7 +457,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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_pPADStatus->button |= PAD_USE_ORIGIN; // Neutral value, no button pressed
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// Check if the digital L button is pressed
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if (PadState[_numPAD].buttons[CTL_L_SHOULDER])
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if (PadState[_numPAD].buttons[InputCommon::CTL_L_SHOULDER])
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{
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_pPADStatus->button |= PAD_TRIGGER_L;
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_pPADStatus->triggerLeft = TriggerValue;
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@ -529,7 +466,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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_pPADStatus->triggerLeft = TriggerLeft;
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// Check if the digital R button is pressed
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if (PadState[_numPAD].buttons[CTL_R_SHOULDER])
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if (PadState[_numPAD].buttons[InputCommon::CTL_R_SHOULDER])
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{
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_pPADStatus->button |= PAD_TRIGGER_R;
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_pPADStatus->triggerRight = TriggerValue;
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@ -545,26 +482,26 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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///////////////////////////////////////////////////
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// The digital buttons
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// -----------
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if (PadState[_numPAD].buttons[CTL_A_BUTTON])
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if (PadState[_numPAD].buttons[InputCommon::CTL_A_BUTTON])
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{
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_pPADStatus->button |= PAD_BUTTON_A;
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_pPADStatus->analogA = 255; // Perhaps support pressure?
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}
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if (PadState[_numPAD].buttons[CTL_B_BUTTON])
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if (PadState[_numPAD].buttons[InputCommon::CTL_B_BUTTON])
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{
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_pPADStatus->button |= PAD_BUTTON_B;
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_pPADStatus->analogB = 255; // Perhaps support pressure?
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}
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if (PadState[_numPAD].buttons[CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X;
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if (PadState[_numPAD].buttons[CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y;
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if (PadState[_numPAD].buttons[CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z;
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if (PadState[_numPAD].buttons[CTL_START]) _pPADStatus->button|=PAD_BUTTON_START;
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if (PadState[_numPAD].buttons[InputCommon::CTL_X_BUTTON]) _pPADStatus->button|=PAD_BUTTON_X;
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if (PadState[_numPAD].buttons[InputCommon::CTL_Y_BUTTON]) _pPADStatus->button|=PAD_BUTTON_Y;
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if (PadState[_numPAD].buttons[InputCommon::CTL_Z_TRIGGER]) _pPADStatus->button|=PAD_TRIGGER_Z;
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if (PadState[_numPAD].buttons[InputCommon::CTL_START]) _pPADStatus->button|=PAD_BUTTON_START;
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///////////////////////////////////////////////////
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// The D-pad
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// -----------
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if (PadMapping[_numPAD].controllertype == CTL_DPAD_HAT)
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if (PadMapping[_numPAD].controllertype == InputCommon::CTL_DPAD_HAT)
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{
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if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_UP || PadState[_numPAD].dpad == SDL_HAT_RIGHTUP ) _pPADStatus->button|=PAD_BUTTON_UP;
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if (PadState[_numPAD].dpad == SDL_HAT_LEFTUP || PadState[_numPAD].dpad == SDL_HAT_LEFT || PadState[_numPAD].dpad == SDL_HAT_LEFTDOWN ) _pPADStatus->button|=PAD_BUTTON_LEFT;
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@ -573,13 +510,13 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
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}
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else
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{
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if (PadState[_numPAD].dpad2[CTL_D_PAD_UP])
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if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_UP])
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_pPADStatus->button |= PAD_BUTTON_UP;
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if (PadState[_numPAD].dpad2[CTL_D_PAD_DOWN])
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if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_DOWN])
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_pPADStatus->button |= PAD_BUTTON_DOWN;
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if (PadState[_numPAD].dpad2[CTL_D_PAD_LEFT])
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if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_LEFT])
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_pPADStatus->button |= PAD_BUTTON_LEFT;
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if (PadState[_numPAD].dpad2[CTL_D_PAD_RIGHT])
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if (PadState[_numPAD].dpad2[InputCommon::CTL_D_PAD_RIGHT])
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_pPADStatus->button |= PAD_BUTTON_RIGHT;
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}
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@ -757,114 +694,3 @@ std::vector<int> Pad_Square_to_Circle(int _x, int _y, int _pad)
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//////////////////////////////////////////////////////////////////////////////////////////
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// Supporting functions
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
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// Read current joystick status
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/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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The value PadMapping[].buttons[] is the number of the assigned joypad button,
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PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
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// Read buttons status. Called from GetJoyState().
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ReadButton(int controller, int button)
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{
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int ctl_button = PadMapping[controller].buttons[button];
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if (ctl_button < joyinfo[PadMapping[controller].ID].NumButtons)
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{
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PadState[controller].buttons[button] = SDL_JoystickGetButton(PadState[controller].joy, ctl_button);
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}
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}
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// Request joystick state.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/* Called from: PAD_GetStatus()
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Input: The virtual device 0, 1, 2 or 3
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Function: Updates the PadState struct with the current pad status. The input value "controller" is
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for a virtual controller 0 to 3. */
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void GetJoyState(int controller)
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{
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// Check that Dolphin is in focus, otherwise don't update the pad status
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if (!g_Config.bCheckFocus && !IsFocus()) return;
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// Update the gamepad status
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SDL_JoystickUpdate();
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// Save the number of buttons
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int Buttons = joyinfo[PadMapping[controller].ID].NumButtons;
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// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
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PadState[controller].axis[CTL_MAIN_X] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_MAIN_X]);
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PadState[controller].axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_MAIN_Y]);
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PadState[controller].axis[CTL_SUB_X] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_SUB_X]);
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PadState[controller].axis[CTL_SUB_Y] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].axis[CTL_SUB_Y]);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (PadMapping[controller].triggertype == CTL_TRIGGER_SDL)
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{
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#endif
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// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
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if(PadMapping[controller].buttons[CTL_L_SHOULDER] >= 1000) PadState[controller].axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].buttons[CTL_L_SHOULDER] - 1000); else PadState[controller].axis[CTL_L_SHOULDER] = 0;
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if(PadMapping[controller].buttons[CTL_R_SHOULDER] >= 1000) PadState[controller].axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(PadState[controller].joy, PadMapping[controller].buttons[CTL_R_SHOULDER] - 1000); else PadState[controller].axis[CTL_R_SHOULDER] = 0;
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#ifdef _WIN32
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}
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else
|
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{
|
||||
PadState[controller].axis[CTL_L_SHOULDER] = XInput::GetXI(0, PadMapping[controller].buttons[CTL_L_SHOULDER] - 1000);
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PadState[controller].axis[CTL_R_SHOULDER] = XInput::GetXI(0, PadMapping[controller].buttons[CTL_R_SHOULDER] - 1000);
|
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}
|
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#endif
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// Update button states to on or off
|
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ReadButton(controller, CTL_L_SHOULDER);
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ReadButton(controller, CTL_R_SHOULDER);
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ReadButton(controller, CTL_A_BUTTON);
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ReadButton(controller, CTL_B_BUTTON);
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ReadButton(controller, CTL_X_BUTTON);
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ReadButton(controller, CTL_Y_BUTTON);
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ReadButton(controller, CTL_Z_TRIGGER);
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ReadButton(controller, CTL_START);
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//
|
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if (PadMapping[controller].halfpress < joyinfo[controller].NumButtons)
|
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PadState[controller].halfpress = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].halfpress);
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|
||||
// Check if we have an analog or digital joypad
|
||||
if (PadMapping[controller].controllertype == CTL_DPAD_HAT)
|
||||
{
|
||||
PadState[controller].dpad = SDL_JoystickGetHat(PadState[controller].joy, PadMapping[controller].dpad);
|
||||
}
|
||||
else
|
||||
{
|
||||
/* Only do this if the assigned button is in range (to allow for the current way of saving keyboard
|
||||
keys in the same array) */
|
||||
if(PadMapping[controller].dpad2[CTL_D_PAD_UP] <= Buttons)
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PadState[controller].dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_UP]);
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if(PadMapping[controller].dpad2[CTL_D_PAD_DOWN] <= Buttons)
|
||||
PadState[controller].dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_DOWN]);
|
||||
if(PadMapping[controller].dpad2[CTL_D_PAD_LEFT] <= Buttons)
|
||||
PadState[controller].dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_LEFT]);
|
||||
if(PadMapping[controller].dpad2[CTL_D_PAD_RIGHT] <= Buttons)
|
||||
PadState[controller].dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(PadState[controller].joy, PadMapping[controller].dpad2[CTL_D_PAD_RIGHT]);
|
||||
}
|
||||
|
||||
/* Debugging
|
||||
Console::ClearScreen();
|
||||
Console::Print(
|
||||
"Controller and handle: %i %i\n"
|
||||
|
||||
"Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n",
|
||||
|
||||
controller, (int)PadState[controller].joy,
|
||||
|
||||
PadMapping[controller].triggertype,
|
||||
PadMapping[controller].buttons[CTL_L_SHOULDER], PadMapping[controller].buttons[CTL_R_SHOULDER],
|
||||
PadState[controller].axis[CTL_L_SHOULDER], PadState[controller].axis[CTL_R_SHOULDER],
|
||||
|
||||
PadState[controller].halfpress, PadMapping[controller].halfpress
|
||||
); */
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
Reference in New Issue
Block a user