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Fix up SDL2 style mappings for HIDAPI controllers
Fixes https://github.com/libsdl-org/sdl2-compat/issues/316
This commit is contained in:
@@ -1393,6 +1393,55 @@ static void SDL_UpdateGamepadFaceStyle(SDL_Gamepad *gamepad)
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}
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}
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static void SDL_FixupHIDAPIMapping(SDL_Gamepad *gamepad)
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{
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// Check to see if we need fixup
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for (int i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON &&
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binding->output.button == SDL_GAMEPAD_BUTTON_DPAD_UP) {
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if (binding->input_type != SDL_GAMEPAD_BINDTYPE_BUTTON ||
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binding->input.button != SDL_GAMEPAD_BUTTON_DPAD_UP) {
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// New style binding
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return;
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}
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}
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}
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for (int i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON &&
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binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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switch (binding->output.button) {
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case SDL_GAMEPAD_BUTTON_DPAD_UP:
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binding->input_type = SDL_GAMEPAD_BINDTYPE_HAT;
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binding->input.hat.hat = 0;
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binding->input.hat.hat_mask = SDL_HAT_UP;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_DOWN:
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binding->input_type = SDL_GAMEPAD_BINDTYPE_HAT;
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binding->input.hat.hat = 0;
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binding->input.hat.hat_mask = SDL_HAT_DOWN;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_LEFT:
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binding->input_type = SDL_GAMEPAD_BINDTYPE_HAT;
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binding->input.hat.hat = 0;
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binding->input.hat.hat_mask = SDL_HAT_LEFT;
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break;
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case SDL_GAMEPAD_BUTTON_DPAD_RIGHT:
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binding->input_type = SDL_GAMEPAD_BINDTYPE_HAT;
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binding->input.hat.hat = 0;
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binding->input.hat.hat_mask = SDL_HAT_RIGHT;
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break;
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default:
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if (binding->output.button > SDL_GAMEPAD_BUTTON_DPAD_RIGHT) {
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binding->input.button -= 4;
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}
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break;
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}
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}
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}
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}
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/*
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* Make a new button mapping struct
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@@ -1415,6 +1464,10 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
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SDL_PrivateParseGamepadConfigString(gamepad, pGamepadMapping->mapping);
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if (SDL_IsJoystickHIDAPI(pGamepadMapping->guid)) {
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SDL_FixupHIDAPIMapping(gamepad);
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}
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// Set the zero point for triggers
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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