SDL API renaming: SDL_gamecontroller.h

SDL_gamecontroller.h has been renamed SDL_gamepad.h, and all APIs have been renamed to match.

Fixes https://github.com/libsdl-org/SDL/issues/6885
This commit is contained in:
Sam Lantinga
2022-12-27 09:46:24 -08:00
parent ab0c5cf07d
commit 659abc721a
73 changed files with 3890 additions and 3391 deletions

View File

@@ -73,39 +73,39 @@ static int keycode_to_SDL(int keycode)
switch (keycode) {
/* Some gamepad buttons (API 9) */
case AKEYCODE_BUTTON_A:
button = SDL_CONTROLLER_BUTTON_A;
button = SDL_GAMEPAD_BUTTON_A;
break;
case AKEYCODE_BUTTON_B:
button = SDL_CONTROLLER_BUTTON_B;
button = SDL_GAMEPAD_BUTTON_B;
break;
case AKEYCODE_BUTTON_X:
button = SDL_CONTROLLER_BUTTON_X;
button = SDL_GAMEPAD_BUTTON_X;
break;
case AKEYCODE_BUTTON_Y:
button = SDL_CONTROLLER_BUTTON_Y;
button = SDL_GAMEPAD_BUTTON_Y;
break;
case AKEYCODE_BUTTON_L1:
button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
button = SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;
break;
case AKEYCODE_BUTTON_R1:
button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
button = SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;
break;
case AKEYCODE_BUTTON_THUMBL:
button = SDL_CONTROLLER_BUTTON_LEFTSTICK;
button = SDL_GAMEPAD_BUTTON_LEFT_STICK;
break;
case AKEYCODE_BUTTON_THUMBR:
button = SDL_CONTROLLER_BUTTON_RIGHTSTICK;
button = SDL_GAMEPAD_BUTTON_RIGHT_STICK;
break;
case AKEYCODE_MENU:
case AKEYCODE_BUTTON_START:
button = SDL_CONTROLLER_BUTTON_START;
button = SDL_GAMEPAD_BUTTON_START;
break;
case AKEYCODE_BACK:
case AKEYCODE_BUTTON_SELECT:
button = SDL_CONTROLLER_BUTTON_BACK;
button = SDL_GAMEPAD_BUTTON_BACK;
break;
case AKEYCODE_BUTTON_MODE:
button = SDL_CONTROLLER_BUTTON_GUIDE;
button = SDL_GAMEPAD_BUTTON_GUIDE;
break;
case AKEYCODE_BUTTON_L2:
button = 15;
@@ -122,21 +122,21 @@ static int keycode_to_SDL(int keycode)
/* D-Pad key codes (API 1) */
case AKEYCODE_DPAD_UP:
button = SDL_CONTROLLER_BUTTON_DPAD_UP;
button = SDL_GAMEPAD_BUTTON_DPAD_UP;
break;
case AKEYCODE_DPAD_DOWN:
button = SDL_CONTROLLER_BUTTON_DPAD_DOWN;
button = SDL_GAMEPAD_BUTTON_DPAD_DOWN;
break;
case AKEYCODE_DPAD_LEFT:
button = SDL_CONTROLLER_BUTTON_DPAD_LEFT;
button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
break;
case AKEYCODE_DPAD_RIGHT:
button = SDL_CONTROLLER_BUTTON_DPAD_RIGHT;
button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
break;
case AKEYCODE_DPAD_CENTER:
/* This is handled better by applications as the A button */
/*button = 19;*/
button = SDL_CONTROLLER_BUTTON_A;
button = SDL_GAMEPAD_BUTTON_A;
break;
/* More gamepad buttons (API 12), these get mapped to 20...35*/
@@ -174,19 +174,19 @@ static int keycode_to_SDL(int keycode)
static SDL_Scancode button_to_scancode(int button)
{
switch (button) {
case SDL_CONTROLLER_BUTTON_A:
case SDL_GAMEPAD_BUTTON_A:
return SDL_SCANCODE_RETURN;
case SDL_CONTROLLER_BUTTON_B:
case SDL_GAMEPAD_BUTTON_B:
return SDL_SCANCODE_ESCAPE;
case SDL_CONTROLLER_BUTTON_BACK:
case SDL_GAMEPAD_BUTTON_BACK:
return SDL_SCANCODE_ESCAPE;
case SDL_CONTROLLER_BUTTON_DPAD_UP:
case SDL_GAMEPAD_BUTTON_DPAD_UP:
return SDL_SCANCODE_UP;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
return SDL_SCANCODE_DOWN;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
return SDL_SCANCODE_LEFT;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
return SDL_SCANCODE_RIGHT;
}
@@ -249,10 +249,10 @@ int Android_OnJoy(int device_id, int axis, float value)
int Android_OnHat(int device_id, int hat_id, int x, int y)
{
const int DPAD_UP_MASK = (1 << SDL_CONTROLLER_BUTTON_DPAD_UP);
const int DPAD_DOWN_MASK = (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN);
const int DPAD_LEFT_MASK = (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT);
const int DPAD_RIGHT_MASK = (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
const int DPAD_UP_MASK = (1 << SDL_GAMEPAD_BUTTON_DPAD_UP);
const int DPAD_DOWN_MASK = (1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN);
const int DPAD_LEFT_MASK = (1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT);
const int DPAD_RIGHT_MASK = (1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
if (x >= -1 && x <= 1 && y >= -1 && y <= 1) {
SDL_joylist_item *item;
@@ -276,16 +276,16 @@ int Android_OnHat(int device_id, int hat_id, int x, int y)
dpad_delta = (dpad_state ^ item->dpad_state);
if (dpad_delta) {
if (dpad_delta & DPAD_UP_MASK) {
SDL_PrivateJoystickButton(0, item->joystick, SDL_CONTROLLER_BUTTON_DPAD_UP, (dpad_state & DPAD_UP_MASK) ? SDL_PRESSED : SDL_RELEASED);
SDL_PrivateJoystickButton(0, item->joystick, SDL_GAMEPAD_BUTTON_DPAD_UP, (dpad_state & DPAD_UP_MASK) ? SDL_PRESSED : SDL_RELEASED);
}
if (dpad_delta & DPAD_DOWN_MASK) {
SDL_PrivateJoystickButton(0, item->joystick, SDL_CONTROLLER_BUTTON_DPAD_DOWN, (dpad_state & DPAD_DOWN_MASK) ? SDL_PRESSED : SDL_RELEASED);
SDL_PrivateJoystickButton(0, item->joystick, SDL_GAMEPAD_BUTTON_DPAD_DOWN, (dpad_state & DPAD_DOWN_MASK) ? SDL_PRESSED : SDL_RELEASED);
}
if (dpad_delta & DPAD_LEFT_MASK) {
SDL_PrivateJoystickButton(0, item->joystick, SDL_CONTROLLER_BUTTON_DPAD_LEFT, (dpad_state & DPAD_LEFT_MASK) ? SDL_PRESSED : SDL_RELEASED);
SDL_PrivateJoystickButton(0, item->joystick, SDL_GAMEPAD_BUTTON_DPAD_LEFT, (dpad_state & DPAD_LEFT_MASK) ? SDL_PRESSED : SDL_RELEASED);
}
if (dpad_delta & DPAD_RIGHT_MASK) {
SDL_PrivateJoystickButton(0, item->joystick, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, (dpad_state & DPAD_RIGHT_MASK) ? SDL_PRESSED : SDL_RELEASED);
SDL_PrivateJoystickButton(0, item->joystick, SDL_GAMEPAD_BUTTON_DPAD_RIGHT, (dpad_state & DPAD_RIGHT_MASK) ? SDL_PRESSED : SDL_RELEASED);
}
item->dpad_state = dpad_state;
}
@@ -335,22 +335,22 @@ int Android_AddJoystick(int device_id, const char *name, const char *desc, int v
axis_mask = 0;
if (!is_accelerometer) {
if (naxes >= 2) {
axis_mask |= ((1 << SDL_CONTROLLER_AXIS_LEFTX) | (1 << SDL_CONTROLLER_AXIS_LEFTY));
axis_mask |= ((1 << SDL_GAMEPAD_AXIS_LEFTX) | (1 << SDL_GAMEPAD_AXIS_LEFTY));
}
if (naxes >= 4) {
axis_mask |= ((1 << SDL_CONTROLLER_AXIS_RIGHTX) | (1 << SDL_CONTROLLER_AXIS_RIGHTY));
axis_mask |= ((1 << SDL_GAMEPAD_AXIS_RIGHTX) | (1 << SDL_GAMEPAD_AXIS_RIGHTY));
}
if (naxes >= 6) {
axis_mask |= ((1 << SDL_CONTROLLER_AXIS_TRIGGERLEFT) | (1 << SDL_CONTROLLER_AXIS_TRIGGERRIGHT));
axis_mask |= ((1 << SDL_GAMEPAD_AXIS_LEFT_TRIGGER) | (1 << SDL_GAMEPAD_AXIS_RIGHT_TRIGGER));
}
}
if (nhats > 0) {
/* Hat is translated into DPAD buttons */
button_mask |= ((1 << SDL_CONTROLLER_BUTTON_DPAD_UP) |
(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) |
(1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT) |
(1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT));
button_mask |= ((1 << SDL_GAMEPAD_BUTTON_DPAD_UP) |
(1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN) |
(1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT) |
(1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT));
nhats = 0;
}