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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Fixed the default face button mapping for Nintendo Switch Pro controllers
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parent
eaaa809e40
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c02f54a0ed
@ -952,10 +952,10 @@ static void HandleSimpleControllerState(SDL_Joystick *joystick, SDL_DriverSwitch
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if (packet->rgucButtons[0] != ctx->m_lastSimpleState.rgucButtons[0]) {
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if (packet->rgucButtons[0] != ctx->m_lastSimpleState.rgucButtons[0]) {
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Uint8 data = packet->rgucButtons[0];
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Uint8 data = packet->rgucButtons[0];
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (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 & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x04) ? 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 & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x04) ? 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_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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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);
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@ -1040,10 +1040,10 @@ static void HandleFullControllerState(SDL_Joystick *joystick, SDL_DriverSwitch_C
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if (packet->controllerState.rgucButtons[0] != ctx->m_lastFullState.controllerState.rgucButtons[0]) {
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if (packet->controllerState.rgucButtons[0] != ctx->m_lastFullState.controllerState.rgucButtons[0]) {
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Uint8 data = packet->controllerState.rgucButtons[0];
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Uint8 data = packet->controllerState.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 & 0x08) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (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_A), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (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_RIGHTSHOULDER, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
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SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x40) ? SDL_PRESSED : SDL_RELEASED);
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axis = (data & 0x80) ? 32767 : -32768;
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axis = (data & 0x80) ? 32767 : -32768;
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, axis);
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SDL_PrivateJoystickAxis(joystick, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, axis);
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