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Relabel back paddles as left or right
The sequence order of the four paddles is not obvious, with SDL and Xbox controllers swapping the order of P2 and P3 relative to each other. If we group them into left and right, then it becomes more obvious. Signed-off-by: Simon McVittie <smcv@collabora.com>
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committed by
Sam Lantinga

parent
be884f0c95
commit
efe15588d5
@@ -669,24 +669,24 @@ static SDL_bool VIRTUAL_JoystickGetGamepadMapping(int device_index, SDL_GamepadM
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out->misc1.target = current_button++;
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}
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE1))) {
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out->paddle1.kind = EMappingKind_Button;
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out->paddle1.target = current_button++;
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1))) {
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out->right_paddle1.kind = EMappingKind_Button;
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out->right_paddle1.target = current_button++;
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}
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE2))) {
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out->paddle2.kind = EMappingKind_Button;
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out->paddle2.target = current_button++;
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE1))) {
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out->left_paddle1.kind = EMappingKind_Button;
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out->left_paddle1.target = current_button++;
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}
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE3))) {
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out->paddle3.kind = EMappingKind_Button;
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out->paddle3.target = current_button++;
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2))) {
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out->right_paddle2.kind = EMappingKind_Button;
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out->right_paddle2.target = current_button++;
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}
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_PADDLE4))) {
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out->paddle4.kind = EMappingKind_Button;
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out->paddle4.target = current_button++;
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if (current_button < hwdata->desc.nbuttons && (hwdata->desc.button_mask & (1 << SDL_GAMEPAD_BUTTON_LEFT_PADDLE2))) {
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out->left_paddle2.kind = EMappingKind_Button;
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out->left_paddle2.target = current_button++;
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}
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if (current_axis < hwdata->desc.naxes && (hwdata->desc.axis_mask & (1 << SDL_GAMEPAD_AXIS_LEFTX))) {
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