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https://github.com/Ryujinx/SDL.git
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Added SDL_JoystickGetAxisInitialState() to get a joystick axis' initial value.
This is useful for controller mapping programs to determine an axis' zero state
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@ -244,6 +244,18 @@ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
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extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick * joystick,
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int axis);
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/**
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* Get the initial state of an axis control on a joystick.
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*
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* The state is a value ranging from -32768 to 32767.
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*
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* The axis indices start at index 0.
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*
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* \return SDL_TRUE if this axis has any initial value, or SDL_FALSE if not.
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*/
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extern DECLSPEC SDL_bool SDLCALL SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick,
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int axis, Sint16 *state);
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/**
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* \name Hat positions
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*/
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@ -624,3 +624,4 @@
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#define SDL_HasNEON SDL_HasNEON_REAL
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#define SDL_GameControllerNumMappings SDL_GameControllerNumMappings_REAL
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#define SDL_GameControllerMappingForIndex SDL_GameControllerMappingForIndex_REAL
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#define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_REAL
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@ -656,3 +656,4 @@ SDL_DYNAPI_PROC(Uint16,SDL_GameControllerGetProductVersion,(SDL_GameController *
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SDL_DYNAPI_PROC(SDL_bool,SDL_HasNEON,(void),(),return)
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SDL_DYNAPI_PROC(int,SDL_GameControllerNumMappings,(void),(),return)
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SDL_DYNAPI_PROC(char*,SDL_GameControllerMappingForIndex,(int a),(a),return)
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SDL_DYNAPI_PROC(SDL_bool,SDL_JoystickGetAxisInitialState,(SDL_Joystick *a, int b, Sint16 *c),(a,b,c),return)
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@ -334,6 +334,25 @@ SDL_JoystickGetAxis(SDL_Joystick * joystick, int axis)
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return (state);
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}
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/*
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* Get the initial state of an axis control on a joystick
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*/
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SDL_bool
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SDL_JoystickGetAxisInitialState(SDL_Joystick * joystick, int axis, Sint16 *state)
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{
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if (!SDL_PrivateJoystickValid(joystick)) {
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return SDL_FALSE;
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}
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if (axis >= joystick->naxes) {
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SDL_SetError("Joystick only has %d axes", joystick->naxes);
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return SDL_FALSE;
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}
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if (state) {
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*state = joystick->axes[axis].initial_value;
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}
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return joystick->axes[axis].has_initial_value;
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}
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/*
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* Get the current state of a hat on a joystick
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*/
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@ -646,6 +665,7 @@ SDL_PrivateJoystickAxis(SDL_Joystick * joystick, Uint8 axis, Sint16 value)
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return 0;
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}
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if (!joystick->axes[axis].has_initial_value) {
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joystick->axes[axis].initial_value = value;
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joystick->axes[axis].value = value;
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joystick->axes[axis].zero = value;
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joystick->axes[axis].has_initial_value = SDL_TRUE;
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@ -654,10 +674,9 @@ SDL_PrivateJoystickAxis(SDL_Joystick * joystick, Uint8 axis, Sint16 value)
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return 0;
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}
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if (!joystick->axes[axis].sent_initial_value) {
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int initial_value = joystick->axes[axis].value;
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joystick->axes[axis].sent_initial_value = SDL_TRUE;
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joystick->axes[axis].value = value; /* Just so we pass the check above */
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SDL_PrivateJoystickAxis(joystick, axis, initial_value);
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SDL_PrivateJoystickAxis(joystick, axis, joystick->axes[axis].initial_value);
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}
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/* We ignore events if we don't have keyboard focus, except for centering
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@ -31,7 +31,8 @@
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/* The SDL joystick structure */
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typedef struct _SDL_JoystickAxisInfo
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{
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Sint16 value; /* Current axis states */
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Sint16 initial_value; /* Initial axis state */
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Sint16 value; /* Current axis state */
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Sint16 zero; /* Zero point on the axis (-32768 for triggers) */
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SDL_bool has_initial_value; /* Whether we've seen a value on the axis yet */
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SDL_bool sent_initial_value; /* Whether we've sent the initial axis value */
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@ -337,6 +337,7 @@ WatchJoystick(SDL_Joystick * joystick)
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Uint8 alpha=200, alpha_step = -1;
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Uint32 alpha_ticks = 0;
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SDL_JoystickID nJoystickID;
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int iIndex;
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/* Create a window to display joystick axis position */
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window = SDL_CreateWindow("Game Controller Map", SDL_WINDOWPOS_CENTERED,
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@ -383,6 +384,13 @@ WatchJoystick(SDL_Joystick * joystick)
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s_nNumAxes = SDL_JoystickNumAxes(joystick);
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s_arrAxisState = SDL_calloc(s_nNumAxes, sizeof(*s_arrAxisState));
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for (iIndex = 0; iIndex < s_nNumAxes; ++iIndex) {
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AxisState *pAxisState = &s_arrAxisState[iIndex];
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Sint16 nInitialValue;
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pAxisState->m_bMoving = SDL_JoystickGetAxisInitialState(joystick, iIndex, &nInitialValue);
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pAxisState->m_nStartingValue = nInitialValue;
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pAxisState->m_nFarthestValue = nInitialValue;
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}
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/* Loop, getting joystick events! */
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while (!done && !s_bBindingComplete) {
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