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https://github.com/shadps4-emu/ext-SDL.git
synced 2025-01-10 21:03:00 +00:00
More gamepad renaming
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58aecf0a54
commit
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@ -312,6 +312,9 @@ The following functions have been renamed:
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* SDL_JoystickUpdate => SDL_UpdateJoysticks
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* SDL_NumJoysticks => SDL_GetNumJoysticks
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The following symbols have been renamed:
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* SDL_JOYSTICK_TYPE_GAMECONTROLLER => SDL_JOYSTICK_TYPE_GAMEPAD
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## SDL_keycode.h
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The following symbols have been renamed:
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@ -88,7 +88,7 @@ typedef Sint32 SDL_JoystickID;
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typedef enum
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{
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SDL_JOYSTICK_TYPE_UNKNOWN,
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SDL_JOYSTICK_TYPE_GAMECONTROLLER,
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SDL_JOYSTICK_TYPE_GAMEPAD,
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SDL_JOYSTICK_TYPE_WHEEL,
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SDL_JOYSTICK_TYPE_ARCADE_STICK,
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SDL_JOYSTICK_TYPE_FLIGHT_STICK,
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@ -182,6 +182,7 @@
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#define SDL_IsGameController SDL_IsGamepad
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/* ##SDL_joystick.h */
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#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMEPAD
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#define SDL_JoystickAttachVirtual SDL_AttachVirtualJoystick
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#define SDL_JoystickAttachVirtualEx SDL_AttachVirtualJoystickEx
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#define SDL_JoystickClose SDL_CloseJoystick
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@ -506,6 +507,7 @@
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#define SDL_IsGameController SDL_IsGameController_renamed_SDL_IsGamepad
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/* ##SDL_joystick.h */
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#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMECONTROLLER_renamed_SDL_JOYSTICK_TYPE_GAMEPAD
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#define SDL_JoystickAttachVirtual SDL_JoystickAttachVirtual_renamed_SDL_AttachVirtualJoystick
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#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_renamed_SDL_AttachVirtualJoystickEx
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#define SDL_JoystickClose SDL_JoystickClose_renamed_SDL_CloseJoystick
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@ -142,7 +142,7 @@ struct SDL_Gamepad
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#undef _guarded
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#define CHECK_GAMECONTROLLER_MAGIC(gamepad, retval) \
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#define CHECK_GAMEPAD_MAGIC(gamepad, retval) \
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if (!gamepad || gamepad->magic != &gamepad_magic || \
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!SDL_PrivateJoystickValid(gamepad->joystick)) { \
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SDL_InvalidParamError("gamepad"); \
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@ -709,7 +709,7 @@ static ControllerMapping_t *SDL_CreateMappingForWGIController(SDL_JoystickGUID g
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SDL_bool existing;
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char mapping_string[1024];
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if (guid.data[15] != SDL_JOYSTICK_TYPE_GAMECONTROLLER) {
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if (guid.data[15] != SDL_JOYSTICK_TYPE_GAMEPAD) {
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return NULL;
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}
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@ -1795,7 +1795,7 @@ char *SDL_GetGamepadMapping(SDL_Gamepad *gamepad)
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, NULL);
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CHECK_GAMEPAD_MAGIC(gamepad, NULL);
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retval = CreateMappingString(gamepad->mapping, gamepad->joystick->guid);
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}
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@ -2227,7 +2227,7 @@ SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, SDL_FALSE);
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CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
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bind = SDL_GetGamepadBindForAxis(gamepad, axis);
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}
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@ -2247,7 +2247,7 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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{
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int i;
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CHECK_GAMECONTROLLER_MAGIC(gamepad, 0);
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CHECK_GAMEPAD_MAGIC(gamepad, 0);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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@ -2310,7 +2310,7 @@ SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, SDL_FALSE);
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CHECK_GAMEPAD_MAGIC(gamepad, SDL_FALSE);
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bind = SDL_GetGamepadBindForButton(gamepad, button);
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}
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@ -2330,7 +2330,7 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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{
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int i;
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CHECK_GAMECONTROLLER_MAGIC(gamepad, 0);
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CHECK_GAMEPAD_MAGIC(gamepad, 0);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_ExtendedGamepadBind *binding = &gamepad->bindings[i];
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@ -2612,7 +2612,7 @@ const char *SDL_GetGamepadName(SDL_Gamepad *gamepad)
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, NULL);
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CHECK_GAMEPAD_MAGIC(gamepad, NULL);
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if (SDL_strcmp(gamepad->name, "*") == 0) {
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retval = SDL_GetJoystickName(gamepad->joystick);
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@ -2741,7 +2741,7 @@ SDL_Joystick *SDL_GetGamepadJoystick(SDL_Gamepad *gamepad)
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, NULL);
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CHECK_GAMEPAD_MAGIC(gamepad, NULL);
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joystick = gamepad->joystick;
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}
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@ -2800,7 +2800,7 @@ SDL_GamepadBinding SDL_GetGamepadBindForAxis(SDL_Gamepad *gamepad, SDL_GamepadAx
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, bind);
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CHECK_GAMEPAD_MAGIC(gamepad, bind);
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if (axis != SDL_GAMEPAD_AXIS_INVALID) {
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int i;
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@ -2838,7 +2838,7 @@ SDL_GamepadBinding SDL_GetGamepadBindForButton(SDL_Gamepad *gamepad, SDL_Gamepad
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, bind);
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CHECK_GAMEPAD_MAGIC(gamepad, bind);
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if (button != SDL_GAMEPAD_BUTTON_INVALID) {
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int i;
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@ -3171,7 +3171,7 @@ const char *SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, NULL);
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CHECK_GAMEPAD_MAGIC(gamepad, NULL);
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retval = IOS_GetAppleSFSymbolsNameForButton(gamepad, button);
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}
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@ -3191,7 +3191,7 @@ const char *SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_Ga
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SDL_LockJoysticks();
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{
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CHECK_GAMECONTROLLER_MAGIC(gamepad, NULL);
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CHECK_GAMEPAD_MAGIC(gamepad, NULL);
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retval = IOS_GetAppleSFSymbolsNameForAxis(gamepad, axis);
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}
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@ -2468,7 +2468,7 @@ static SDL_JoystickType SDL_GetJoystickGUIDType(SDL_JoystickGUID guid)
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/* XInput GUID, get the type based on the XInput device subtype */
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switch (guid.data[15]) {
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case 0x01: /* XINPUT_DEVSUBTYPE_GAMEPAD */
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return SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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return SDL_JOYSTICK_TYPE_GAMEPAD;
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case 0x02: /* XINPUT_DEVSUBTYPE_WHEEL */
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return SDL_JOYSTICK_TYPE_WHEEL;
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case 0x03: /* XINPUT_DEVSUBTYPE_ARCADE_STICK */
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@ -2524,7 +2524,7 @@ static SDL_JoystickType SDL_GetJoystickGUIDType(SDL_JoystickGUID guid)
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#endif /* SDL_JOYSTICK_HIDAPI */
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if (GuessControllerType(vendor, product) != k_eControllerType_UnknownNonSteamController) {
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return SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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return SDL_JOYSTICK_TYPE_GAMEPAD;
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}
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return SDL_JOYSTICK_TYPE_UNKNOWN;
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@ -2735,7 +2735,7 @@ SDL_JoystickType SDL_GetJoystickDeviceType(int device_index)
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type = SDL_GetJoystickGUIDType(guid);
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if (type == SDL_JOYSTICK_TYPE_UNKNOWN) {
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if (SDL_IsGamepad(device_index)) {
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type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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type = SDL_JOYSTICK_TYPE_GAMEPAD;
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}
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}
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return type;
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@ -2858,7 +2858,7 @@ SDL_JoystickType SDL_GetJoystickType(SDL_Joystick *joystick)
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CHECK_JOYSTICK_MAGIC(joystick, SDL_JOYSTICK_TYPE_UNKNOWN);
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if (joystick->is_game_controller) {
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type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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type = SDL_JOYSTICK_TYPE_GAMEPAD;
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}
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}
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SDL_UnlockJoysticks();
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@ -233,7 +233,7 @@ static SDL_bool HIDAPI_DriverPS4_InitDevice(SDL_HIDAPI_Device *device)
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Uint8 data[USB_PACKET_LENGTH];
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int size;
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char serial[18];
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SDL_JoystickType joystick_type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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SDL_JoystickType joystick_type = SDL_JOYSTICK_TYPE_GAMEPAD;
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ctx = (SDL_DriverPS4_Context *)SDL_calloc(1, sizeof(*ctx));
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if (ctx == NULL) {
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@ -332,7 +332,7 @@ static SDL_bool HIDAPI_DriverPS4_InitDevice(SDL_HIDAPI_Device *device)
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switch (device_type) {
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case 0x00:
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joystick_type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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joystick_type = SDL_JOYSTICK_TYPE_GAMEPAD;
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break;
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case 0x01:
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joystick_type = SDL_JOYSTICK_TYPE_GUITAR;
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@ -345,7 +345,7 @@ static SDL_bool HIDAPI_DriverPS5_InitDevice(SDL_HIDAPI_Device *device)
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Uint8 data[USB_PACKET_LENGTH * 2];
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int size;
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char serial[18];
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SDL_JoystickType joystick_type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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SDL_JoystickType joystick_type = SDL_JOYSTICK_TYPE_GAMEPAD;
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ctx = (SDL_DriverPS5_Context *)SDL_calloc(1, sizeof(*ctx));
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if (ctx == NULL) {
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@ -451,7 +451,7 @@ static SDL_bool HIDAPI_DriverPS5_InitDevice(SDL_HIDAPI_Device *device)
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switch (device_type) {
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case 0x00:
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joystick_type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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joystick_type = SDL_JOYSTICK_TYPE_GAMEPAD;
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break;
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case 0x01:
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joystick_type = SDL_JOYSTICK_TYPE_GUITAR;
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@ -781,7 +781,7 @@ static SDL_HIDAPI_Device *HIDAPI_AddDevice(const struct SDL_hid_device_info *inf
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/* FIXME: Is there any way to tell whether this is a Bluetooth device? */
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device->guid = SDL_CreateJoystickGUID(SDL_HARDWARE_BUS_USB, device->vendor_id, device->product_id, device->version, device->name, 'h', 0);
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device->joystick_type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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device->joystick_type = SDL_JOYSTICK_TYPE_GAMEPAD;
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device->type = SDL_GetJoystickGameControllerProtocol(device->name, device->vendor_id, device->product_id, device->interface_number, device->interface_class, device->interface_subclass, device->interface_protocol);
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if (num_children > 0) {
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@ -120,7 +120,7 @@ int SDL_JoystickAttachVirtualInner(const SDL_VirtualJoystickDesc *desc)
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name = hwdata->desc.name;
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} else {
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switch (hwdata->desc.type) {
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case SDL_JOYSTICK_TYPE_GAMECONTROLLER:
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case SDL_JOYSTICK_TYPE_GAMEPAD:
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name = "Virtual Controller";
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break;
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case SDL_JOYSTICK_TYPE_WHEEL:
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@ -154,7 +154,7 @@ int SDL_JoystickAttachVirtualInner(const SDL_VirtualJoystickDesc *desc)
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}
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hwdata->name = SDL_strdup(name);
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if (hwdata->desc.type == SDL_JOYSTICK_TYPE_GAMECONTROLLER) {
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if (hwdata->desc.type == SDL_JOYSTICK_TYPE_GAMEPAD) {
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int i, axis;
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if (hwdata->desc.button_mask == 0) {
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@ -579,7 +579,7 @@ static SDL_bool VIRTUAL_JoystickGetGamepadMapping(int device_index, SDL_GamepadM
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int current_button = 0;
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int current_axis = 0;
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if (hwdata->desc.type != SDL_JOYSTICK_TYPE_GAMECONTROLLER) {
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if (hwdata->desc.type != SDL_JOYSTICK_TYPE_GAMEPAD) {
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return SDL_FALSE;
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}
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@ -316,7 +316,7 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde
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boolean wireless;
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if (wgi.gamepad_statics2 && SUCCEEDED(__x_ABI_CWindows_CGaming_CInput_CIGamepadStatics2_FromGameController(wgi.gamepad_statics2, gamecontroller, &gamepad)) && gamepad) {
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type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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type = SDL_JOYSTICK_TYPE_GAMEPAD;
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__x_ABI_CWindows_CGaming_CInput_CIGamepad_Release(gamepad);
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} else if (wgi.arcade_stick_statics2 && SUCCEEDED(__x_ABI_CWindows_CGaming_CInput_CIArcadeStickStatics2_FromGameController(wgi.arcade_stick_statics2, gamecontroller, &arcade_stick)) && arcade_stick) {
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type = SDL_JOYSTICK_TYPE_ARCADE_STICK;
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@ -26,7 +26,7 @@ TestVirtualJoystick(void *arg)
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SDL_zero(desc);
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desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
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desc.type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
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desc.naxes = SDL_GAMEPAD_AXIS_MAX;
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desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
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desc.vendor_id = USB_VENDOR_NVIDIA;
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@ -392,7 +392,7 @@ static void OpenVirtualGamepad()
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SDL_zero(desc);
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desc.version = SDL_VIRTUAL_JOYSTICK_DESC_VERSION;
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desc.type = SDL_JOYSTICK_TYPE_GAMECONTROLLER;
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desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
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desc.naxes = SDL_GAMEPAD_AXIS_MAX;
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desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
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desc.SetPlayerIndex = VirtualGamepadSetPlayerIndex;
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@ -43,7 +43,7 @@ PrintJoystick(SDL_Joystick *joy)
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SDL_assert(SDL_GetJoystickFromInstanceID(SDL_GetJoystickInstanceID(joy)) == joy);
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SDL_GetJoystickGUIDString(SDL_GetJoystickGUID(joy), guid, sizeof(guid));
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switch (SDL_GetJoystickType(joy)) {
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case SDL_JOYSTICK_TYPE_GAMECONTROLLER:
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case SDL_JOYSTICK_TYPE_GAMEPAD:
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type = "Game Controller";
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break;
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case SDL_JOYSTICK_TYPE_WHEEL:
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