diff --git a/examples/common/entry/entry_sdl.cpp b/examples/common/entry/entry_sdl.cpp index 3ad4ef978..d185dd2c8 100644 --- a/examples/common/entry/entry_sdl.cpp +++ b/examples/common/entry/entry_sdl.cpp @@ -217,22 +217,6 @@ namespace entry { _eventQueue.postAxisEvent(_handle, _gamepad, _axis, _value); - if (Key::None != s_axisDpad[_axis].first) - { - if (_value == 0) - { - _eventQueue.postKeyEvent(_handle, s_axisDpad[_axis].first, 0, false); - _eventQueue.postKeyEvent(_handle, s_axisDpad[_axis].second, 0, false); - } - else - { - _eventQueue.postKeyEvent(_handle - , 0 > _value ? s_axisDpad[_axis].first : s_axisDpad[_axis].second - , 0 - , true - ); - } - } } } @@ -702,16 +686,14 @@ namespace entry } break; + // Ignore Joystick events. Example's Gamepad concept mirrors SDL Game Controller. + // Game Controllers are higher level wrapper around Joystick and both events come through. + // Respond to only the controller events. Controller events are properly remapped. case SDL_JOYAXISMOTION: - { - const SDL_JoyAxisEvent& jev = event.jaxis; - GamepadHandle handle = findGamepad(jev.which); - if (isValid(handle) ) - { - GamepadAxis::Enum axis = translateGamepadAxis(jev.axis); - m_gamepad[handle.idx].update(m_eventQueue, defaultWindow, handle, axis, jev.value); - } - } + case SDL_JOYBUTTONDOWN: + case SDL_JOYBUTTONUP: + case SDL_JOYDEVICEADDED: + case SDL_JOYDEVICEREMOVED: break; case SDL_CONTROLLERAXISMOTION: @@ -726,23 +708,6 @@ namespace entry } break; - case SDL_JOYBUTTONDOWN: - case SDL_JOYBUTTONUP: - { - const SDL_JoyButtonEvent& bev = event.jbutton; - GamepadHandle handle = findGamepad(bev.which); - - if (isValid(handle) ) - { - Key::Enum key = translateGamepad(bev.button); - if (Key::Count != key) - { - m_eventQueue.postKeyEvent(defaultWindow, key, 0, event.type == SDL_JOYBUTTONDOWN); - } - } - } - break; - case SDL_CONTROLLERBUTTONDOWN: case SDL_CONTROLLERBUTTONUP: { @@ -759,31 +724,6 @@ namespace entry } break; - case SDL_JOYDEVICEADDED: - { - GamepadHandle handle = { m_gamepadAlloc.alloc() }; - if (isValid(handle) ) - { - const SDL_JoyDeviceEvent& jev = event.jdevice; - m_gamepad[handle.idx].create(jev); - m_eventQueue.postGamepadEvent(defaultWindow, handle, true); - } - } - break; - - case SDL_JOYDEVICEREMOVED: - { - const SDL_JoyDeviceEvent& jev = event.jdevice; - GamepadHandle handle = findGamepad(jev.which); - if (isValid(handle) ) - { - m_gamepad[handle.idx].destroy(); - m_gamepadAlloc.free(handle.idx); - m_eventQueue.postGamepadEvent(defaultWindow, handle, false); - } - } - break; - case SDL_CONTROLLERDEVICEADDED: { GamepadHandle handle = { m_gamepadAlloc.alloc() }; @@ -1164,7 +1104,7 @@ namespace entry { SDL_SysWMinfo wmi; SDL_VERSION(&wmi.version); - if (!SDL_GetWindowWMInfo(s_ctx.m_window[kDefaultWindowHandle], &wmi) ) + if (!SDL_GetWindowWMInfo(s_ctx.m_window[kDefaultWindowHandle.idx], &wmi) ) { return bgfx::NativeWindowHandleType::Default; }