Allow clicking on the gamepad image to bind elements

This commit is contained in:
Sam Lantinga 2023-07-16 12:39:05 -07:00
parent 8f21be87fc
commit 08db0e8f64
1 changed files with 14 additions and 4 deletions

View File

@ -220,10 +220,15 @@ static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
if (display_mode == CONTROLLER_MODE_TESTING) {
SetGamepadButtonHighlight(setup_mapping_button, GamepadButtonContains(setup_mapping_button, x, y), button_down);
} else if (display_mode == CONTROLLER_MODE_BINDING) {
int gamepad_highlight_element;
int gamepad_highlight_element = SDL_GAMEPAD_ELEMENT_INVALID;
char *joystick_highlight_element;
gamepad_highlight_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, x, y);
if (controller->joystick != virtual_joystick) {
gamepad_highlight_element = GetGamepadImageElementAt(image, x, y);
}
if (gamepad_highlight_element == SDL_GAMEPAD_ELEMENT_INVALID) {
gamepad_highlight_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, x, y);
}
SetGamepadDisplayHighlight(gamepad_elements, gamepad_highlight_element, button_down);
joystick_highlight_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, x, y);
@ -1353,10 +1358,15 @@ static void loop(void *arg)
} else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) {
PasteMapping();
} else {
int gamepad_element;
int gamepad_element = SDL_GAMEPAD_ELEMENT_INVALID;
char *joystick_element;
gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y);
if (controller->joystick != virtual_joystick) {
gamepad_element = GetGamepadImageElementAt(image, event.button.x, event.button.y);
}
if (gamepad_element == SDL_GAMEPAD_ELEMENT_INVALID) {
gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y);
}
if (gamepad_element != SDL_GAMEPAD_ELEMENT_INVALID) {
/* Set this to SDL_FALSE if you don't want to start the binding flow at this point */
const SDL_bool should_start_flow = SDL_TRUE;