mirror of
https://github.com/libretro/RetroArch.git
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1d84c0eca1
== DETAILS - DS3 analog wasn't working mainly because I forgot to actually declare the axes in input/input_autoconfig.c when declaring the pad. Whoops. - I also moved the axis decoding logic to a more central place, because it clearly is not Wii U specific. - Removed some dead commented-out code == TESTING Can use analog inputs on both GCA and DS3. Tested in Mario 3 on Nestopia core. Haven't tested with any actual analog games, but I did confirm via logging that the correct ranges are produced.
36 lines
1.2 KiB
C
36 lines
1.2 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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* Copyright (C) 2016-2017 - Andrés Suárez
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef GAMEPAD_H__
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#define GAMEPAD_H__
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#include "../input_driver.h"
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struct pad_connection_listener_interface {
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void (*connected)(unsigned port, input_device_driver_t *driver);
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};
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typedef struct _axis_data {
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int32_t axis;
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bool is_negative;
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} axis_data;
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void gamepad_read_axis_data(uint32_t axis, axis_data *data);
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int16_t gamepad_get_axis_value(int16_t state[3][2], axis_data *data);
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#endif /* GAMEPAD_H__ */
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