Change SDL_Joystick to SDL_GameController (#4129)
With SDL_Joystick my game controller wasn't working properly. That's why I changed it to SDL_GameController.
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@ -64,7 +64,7 @@ typedef struct {
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SDL_Window *window;
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SDL_GLContext glContext;
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SDL_Joystick *gamepad[MAX_GAMEPADS];
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SDL_GameController *gamepad[MAX_GAMEPADS];
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SDL_Cursor *cursor;
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bool cursorRelative;
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} PlatformData;
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@ -944,7 +944,7 @@ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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if (IsGamepadAvailable(gamepad))
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{
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SDL_JoystickRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
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SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
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}
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}
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@ -1245,15 +1245,15 @@ void PollInputEvents(void)
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if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
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{
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platform.gamepad[jid] = SDL_JoystickOpen(jid);
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platform.gamepad[jid] = SDL_GameControllerOpen(jid);
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if (platform.gamepad[jid])
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{
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CORE.Input.Gamepad.ready[jid] = true;
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CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(platform.gamepad[jid]);
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CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
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CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
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CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
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strncpy(CORE.Input.Gamepad.name[jid], SDL_JoystickName(platform.gamepad[jid]), 63);
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strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), 63);
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CORE.Input.Gamepad.name[jid][63] = '\0';
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}
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else
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@ -1266,15 +1266,15 @@ void PollInputEvents(void)
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{
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int jid = event.jdevice.which;
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if (jid == SDL_JoystickInstanceID(platform.gamepad[jid]))
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if (jid == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid])))
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{
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SDL_JoystickClose(platform.gamepad[jid]);
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platform.gamepad[jid] = SDL_JoystickOpen(0);
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SDL_GameControllerClose(platform.gamepad[jid]);
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platform.gamepad[jid] = SDL_GameControllerOpen(0);
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CORE.Input.Gamepad.ready[jid] = false;
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memset(CORE.Input.Gamepad.name[jid], 0, 64);
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}
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} break;
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case SDL_JOYBUTTONDOWN:
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case SDL_CONTROLLERBUTTONDOWN:
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{
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int button = -1;
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@ -1308,7 +1308,7 @@ void PollInputEvents(void)
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CORE.Input.Gamepad.lastButtonPressed = button;
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}
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} break;
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case SDL_JOYBUTTONUP:
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case SDL_CONTROLLERBUTTONUP:
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{
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int button = -1;
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@ -1342,7 +1342,7 @@ void PollInputEvents(void)
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if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
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}
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} break;
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case SDL_JOYAXISMOTION:
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case SDL_CONTROLLERAXISMOTION:
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{
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int axis = -1;
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@ -1548,15 +1548,15 @@ int InitPlatform(void)
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// Initialize gamepads
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for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
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{
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platform.gamepad[i] = SDL_JoystickOpen(i);
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platform.gamepad[i] = SDL_GameControllerOpen(i);
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if (platform.gamepad[i])
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{
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CORE.Input.Gamepad.ready[i] = true;
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CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(platform.gamepad[i]);
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CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
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CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
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CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
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strncpy(CORE.Input.Gamepad.name[i], SDL_JoystickName(platform.gamepad[i]), 63);
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strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), 63);
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CORE.Input.Gamepad.name[i][63] = '\0';
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}
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else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
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