mirror of https://github.com/libsdl-org/SDL
Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead.
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@ -105,7 +105,8 @@ static void SDLCALL SDL_GameControllerButtonReportingHintChanged(void *userdata,
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static Uint8 RemapButton(SDL_DriverGameCube_Context *ctx, Uint8 button)
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{
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if (ctx->m_bUseButtonLabels) {
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if (!ctx->m_bUseButtonLabels) {
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/* Use button positions */
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switch (button) {
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case SDL_CONTROLLER_BUTTON_B:
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return SDL_CONTROLLER_BUTTON_X;
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@ -274,8 +275,8 @@ HIDAPI_DriverGameCube_UpdateDevice(SDL_HIDAPI_Device *device)
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(curSlot[off] & flag) ? SDL_PRESSED : SDL_RELEASED \
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);
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READ_BUTTON(1, 0x01, 0) /* A */
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READ_BUTTON(1, 0x02, 1) /* B */
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READ_BUTTON(1, 0x04, 2) /* X */
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READ_BUTTON(1, 0x04, 1) /* B */
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READ_BUTTON(1, 0x02, 2) /* X */
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READ_BUTTON(1, 0x08, 3) /* Y */
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READ_BUTTON(1, 0x10, 4) /* DPAD_LEFT */
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READ_BUTTON(1, 0x20, 5) /* DPAD_RIGHT */
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@ -197,6 +197,7 @@ typedef struct {
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SDL_bool m_bInputOnly;
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SDL_bool m_bHasHomeLED;
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SDL_bool m_bUsingBluetooth;
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SDL_bool m_bIsGameCube;
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SDL_bool m_bUseButtonLabels;
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Uint8 m_nCommandNumber;
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SwitchCommonOutputPacket_t m_RumblePacket;
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@ -638,18 +639,30 @@ static void SDLCALL SDL_GameControllerButtonReportingHintChanged(void *userdata,
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static Uint8 RemapButton(SDL_DriverSwitch_Context *ctx, Uint8 button)
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{
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if (ctx->m_bUseButtonLabels) {
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switch (button) {
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case SDL_CONTROLLER_BUTTON_A:
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return SDL_CONTROLLER_BUTTON_B;
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case SDL_CONTROLLER_BUTTON_B:
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return SDL_CONTROLLER_BUTTON_A;
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case SDL_CONTROLLER_BUTTON_X:
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return SDL_CONTROLLER_BUTTON_Y;
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case SDL_CONTROLLER_BUTTON_Y:
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return SDL_CONTROLLER_BUTTON_X;
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default:
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break;
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if (!ctx->m_bUseButtonLabels) {
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/* Use button positions */
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if (ctx->m_bIsGameCube) {
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switch (button) {
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case SDL_CONTROLLER_BUTTON_B:
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return SDL_CONTROLLER_BUTTON_X;
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case SDL_CONTROLLER_BUTTON_X:
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return SDL_CONTROLLER_BUTTON_B;
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default:
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break;
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}
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} else {
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switch (button) {
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case SDL_CONTROLLER_BUTTON_A:
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return SDL_CONTROLLER_BUTTON_B;
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case SDL_CONTROLLER_BUTTON_B:
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return SDL_CONTROLLER_BUTTON_A;
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case SDL_CONTROLLER_BUTTON_X:
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return SDL_CONTROLLER_BUTTON_Y;
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case SDL_CONTROLLER_BUTTON_Y:
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return SDL_CONTROLLER_BUTTON_X;
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default:
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break;
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}
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}
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}
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return button;
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@ -746,12 +759,12 @@ HIDAPI_DriverSwitch_OpenJoystick(SDL_HIDAPI_Device *device, SDL_Joystick *joysti
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if (IsGameCubeFormFactor(device->vendor_id, device->product_id)) {
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/* This is a controller shaped like a GameCube controller, with a large central A button */
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ctx->m_bUseButtonLabels = SDL_TRUE;
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} else {
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SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
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SDL_GameControllerButtonReportingHintChanged, ctx);
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ctx->m_bIsGameCube = SDL_TRUE;
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}
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SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
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SDL_GameControllerButtonReportingHintChanged, ctx);
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/* Initialize the joystick capabilities */
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joystick->nbuttons = SDL_CONTROLLER_BUTTON_MAX;
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joystick->naxes = SDL_CONTROLLER_AXIS_MAX;
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@ -814,10 +827,10 @@ static void HandleInputOnlyControllerState(SDL_Joystick *joystick, SDL_DriverSwi
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if (packet->rgucButtons[0] != ctx->m_lastInputOnlyState.rgucButtons[0]) {
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Uint8 data = packet->rgucButtons[0];
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
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