Restore compatibility with older GameCube mappings

Restore the original button values for GameCube controllers, but swap labeled mappings to positional while loading mappings

Fixes https://github.com/libsdl-org/SDL/issues/12847
This commit is contained in:
Sam Lantinga
2025-04-30 15:21:34 -07:00
parent 3730128e33
commit 21a7bbbf14
6 changed files with 55 additions and 32 deletions

View File

@@ -1466,6 +1466,24 @@ static void SDL_FixupHIDAPIMapping(SDL_Gamepad *gamepad)
}
}
static void SDL_FixupGameCubeMapping(SDL_Gamepad *gamepad, const char *pchString)
{
if (SDL_strstr(gamepad->mapping->mapping, SDL_GAMEPAD_FACE_FIELD) != NULL) {
return;
}
for (int i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];
if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON) {
if (binding->output.button == SDL_GAMEPAD_BUTTON_EAST) {
binding->output.button = SDL_GAMEPAD_BUTTON_WEST;
} else if (binding->output.button == SDL_GAMEPAD_BUTTON_WEST) {
binding->output.button = SDL_GAMEPAD_BUTTON_EAST;
}
}
}
}
/*
* Make a new button mapping struct
*/
@@ -1491,6 +1509,10 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
SDL_FixupHIDAPIMapping(gamepad);
}
if (SDL_IsJoystickGameCube(SDL_GetGamepadVendor(gamepad), SDL_GetGamepadProduct(gamepad))) {
SDL_FixupGameCubeMapping(gamepad, pGamepadMapping->mapping);
}
// Set the zero point for triggers
for (i = 0; i < gamepad->num_bindings; ++i) {
SDL_GamepadBinding *binding = &gamepad->bindings[i];