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split SDLJoyButtonMap for MacOSX and linux. Mapping in else statement was tested on linux with a X360 and wii-u pro controller
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@ -33,11 +33,10 @@ private:
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void runLoop();
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void fillMapping()
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{
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// This is just a standard mapping that matches the X360 controller on MacOSX. Names will probably be all wrong
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// on other controllers.
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//TODO: C++11 aggregate initialization
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//would remove runtime overhead completely
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// Mapping on Windows
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#ifdef _WIN32
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SDLJoyButtonMap[0] = NKCODE_BUTTON_2;
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SDLJoyButtonMap[1] = NKCODE_BUTTON_3;
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@ -61,7 +60,8 @@ private:
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SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
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SDLJoyAxisMap[4] = JOYSTICK_AXIS_LTRIGGER;
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SDLJoyAxisMap[5] = JOYSTICK_AXIS_RTRIGGER;
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#else
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// Mapping on MacOSX to match X360 controller
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#elif __APPLE__
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SDLJoyButtonMap[0] = NKCODE_DPAD_UP;
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SDLJoyButtonMap[1] = NKCODE_DPAD_DOWN;
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SDLJoyButtonMap[2] = NKCODE_DPAD_LEFT;
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@ -86,6 +86,33 @@ private:
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SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
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SDLJoyAxisMap[4] = JOYSTICK_AXIS_LTRIGGER;
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SDLJoyAxisMap[5] = JOYSTICK_AXIS_RTRIGGER;
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// Mapping on Linux/Android/Other to match X360 and wii-u pro controller
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#else
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SDLJoyButtonMap[0] = NKCODE_BUTTON_1;
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SDLJoyButtonMap[1] = NKCODE_BUTTON_2;
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SDLJoyButtonMap[2] = NKCODE_BUTTON_3;
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SDLJoyButtonMap[3] = NKCODE_BUTTON_4;
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SDLJoyButtonMap[4] = NKCODE_BUTTON_5;
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SDLJoyButtonMap[5] = NKCODE_BUTTON_6;
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SDLJoyButtonMap[6] = NKCODE_BUTTON_7;
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SDLJoyButtonMap[7] = NKCODE_BUTTON_8;
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SDLJoyButtonMap[8] = NKCODE_BUTTON_9;
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SDLJoyButtonMap[9] = NKCODE_BUTTON_10;
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SDLJoyButtonMap[10] = NKCODE_BUTTON_11;
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SDLJoyButtonMap[11] = NKCODE_BUTTON_12;
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SDLJoyButtonMap[12] = NKCODE_BUTTON_13;
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SDLJoyButtonMap[13] = NKCODE_DPAD_UP;
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SDLJoyButtonMap[14] = NKCODE_DPAD_DOWN;
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SDLJoyButtonMap[15] = NKCODE_DPAD_LEFT;
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SDLJoyButtonMap[16] = NKCODE_DPAD_RIGHT;
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SDLJoyAxisMap[0] = JOYSTICK_AXIS_X;
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SDLJoyAxisMap[1] = JOYSTICK_AXIS_Y;
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SDLJoyAxisMap[2] = JOYSTICK_AXIS_Z;
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SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
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SDLJoyAxisMap[4] = JOYSTICK_AXIS_LTRIGGER;
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SDLJoyAxisMap[5] = JOYSTICK_AXIS_RTRIGGER;
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#endif
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}
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std::map<int, int> SDLJoyButtonMap;
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