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SDL now represents gamepad buttons as positional elements with a separate label
This gives applications and binding systems a clearer view of what the hardware is so they can make intelligent decisions about how to present things to the user. Gamepad mappings continue to use abxy for the face buttons for simplicity and compatibility with earlier versions of SDL, however the "SDL_GAMECONTROLLER_USE_BUTTON_LABELS" hint no longer has any effect. Fixes https://github.com/libsdl-org/SDL/issues/6117
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@@ -343,7 +343,7 @@ typedef struct SDL_VirtualJoystickDesc
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Uint16 product_id; /**< the USB product ID of this joystick */
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Uint16 padding; /**< unused */
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Uint32 button_mask; /**< A mask of which buttons are valid for this controller
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e.g. (1 << SDL_GAMEPAD_BUTTON_A) */
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e.g. (1 << SDL_GAMEPAD_BUTTON_SOUTH) */
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Uint32 axis_mask; /**< A mask of which axes are valid for this controller
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e.g. (1 << SDL_GAMEPAD_AXIS_LEFTX) */
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const char *name; /**< the name of the joystick */
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