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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-25 09:17:12 +01:00
Fixed mapping the PG-9021 which, on Linux, emits a button partway through the trigger press along with axis motion all along the pull
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@ -131,6 +131,8 @@ typedef struct
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} value;
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SDL_bool committed;
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} SDL_GameControllerExtendedBind;
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static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT];
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@ -234,6 +236,9 @@ BBindingContainsBinding(const SDL_GameControllerExtendedBind *pBindingA, const S
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if (pBindingA->value.axis.axis != pBindingB->value.axis.axis) {
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return SDL_FALSE;
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}
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if (!pBindingA->committed) {
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return SDL_FALSE;
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}
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{
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int minA = SDL_min(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
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int maxA = SDL_max(pBindingA->value.axis.axis_min, pBindingA->value.axis.axis_max);
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@ -275,6 +280,23 @@ ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
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}
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}
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#ifdef DEBUG_CONTROLLERMAP
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switch ( pBinding->bindType )
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{
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case SDL_CONTROLLER_BINDTYPE_NONE:
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break;
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case SDL_CONTROLLER_BINDTYPE_BUTTON:
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SDL_Log("Configuring button binding for button %d\n", pBinding->value.button);
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break;
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case SDL_CONTROLLER_BINDTYPE_AXIS:
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SDL_Log("Configuring axis binding for axis %d %d/%d committed = %s\n", pBinding->value.axis.axis, pBinding->value.axis.axis_min, pBinding->value.axis.axis_max, pBinding->committed ? "true" : "false");
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break;
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case SDL_CONTROLLER_BINDTYPE_HAT:
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SDL_Log("Configuring hat binding for hat %d %d\n", pBinding->value.hat.hat, pBinding->value.hat.hat_mask);
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break;
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}
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#endif /* DEBUG_CONTROLLERMAP */
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/* Should the new binding override the existing one? */
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pCurrent = &s_arrBindings[iCurrentElement];
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if (pCurrent->bindType != SDL_CONTROLLER_BINDTYPE_NONE) {
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@ -286,7 +308,7 @@ ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_LEFT ||
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iCurrentElement == SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
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bCurrentDPad = (pCurrent->bindType == SDL_CONTROLLER_BINDTYPE_HAT);
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if (bNativeDPad == bCurrentDPad) {
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if (bNativeDPad && bCurrentDPad) {
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/* We already have a binding of the type we want, ignore the new one */
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return;
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}
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@ -303,7 +325,11 @@ ConfigureBinding(const SDL_GameControllerExtendedBind *pBinding)
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*pCurrent = *pBinding;
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s_unPendingAdvanceTime = SDL_GetTicks();
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if (pBinding->committed) {
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s_unPendingAdvanceTime = SDL_GetTicks();
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} else {
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s_unPendingAdvanceTime = 0;
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}
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}
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static SDL_bool
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@ -451,15 +477,22 @@ WatchJoystick(SDL_Joystick * joystick)
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nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
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if (nCurrentDistance > nFarthestDistance) {
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pAxisState->m_nFarthestValue = nValue;
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nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
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}
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if (nFarthestDistance >= 16000 && nCurrentDistance <= 10000) {
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/* We've gone out far enough and started to come back, let's bind this axis */
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#ifdef DEBUG_CONTROLLERMAP
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SDL_Log("AXIS %d nValue %d nCurrentDistance %d nFarthestDistance %d\n", event.jaxis.axis, nValue, nCurrentDistance, nFarthestDistance);
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#endif
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if (nFarthestDistance >= 16000) {
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/* If we've gone out far enough and started to come back, let's bind this axis */
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SDL_bool bCommitBinding = (nCurrentDistance <= 10000) ? SDL_TRUE : SDL_FALSE;
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SDL_GameControllerExtendedBind binding;
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_AXIS;
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binding.value.axis.axis = event.jaxis.axis;
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binding.value.axis.axis_min = StandardizeAxisValue(pAxisState->m_nStartingValue);
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binding.value.axis.axis_max = StandardizeAxisValue(pAxisState->m_nFarthestValue);
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binding.committed = bCommitBinding;
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ConfigureBinding(&binding);
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}
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}
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@ -468,10 +501,15 @@ WatchJoystick(SDL_Joystick * joystick)
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if (event.jhat.which == nJoystickID) {
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if (event.jhat.value != SDL_HAT_CENTERED) {
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SDL_GameControllerExtendedBind binding;
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#ifdef DEBUG_CONTROLLERMAP
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SDL_Log("HAT %d %d\n", event.jhat.hat, event.jhat.value);
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#endif
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_HAT;
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binding.value.hat.hat = event.jhat.hat;
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binding.value.hat.hat_mask = event.jhat.value;
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binding.committed = SDL_TRUE;
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ConfigureBinding(&binding);
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}
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}
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@ -481,9 +519,14 @@ WatchJoystick(SDL_Joystick * joystick)
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case SDL_JOYBUTTONDOWN:
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if (event.jbutton.which == nJoystickID) {
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SDL_GameControllerExtendedBind binding;
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#ifdef DEBUG_CONTROLLERMAP
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SDL_Log("BUTTON %d\n", event.jbutton.button);
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#endif
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SDL_zero(binding);
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binding.bindType = SDL_CONTROLLER_BINDTYPE_BUTTON;
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binding.value.button = event.jbutton.button;
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binding.committed = SDL_TRUE;
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ConfigureBinding(&binding);
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}
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break;
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