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Additional work on binding mode for testcontroller
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test/gamepadutils.c
1307
test/gamepadutils.c
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@ -28,22 +28,52 @@ typedef enum
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GAMEPAD_IMAGE_FACE_SONY,
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} GamepadImageFaceStyle;
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enum
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{
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SDL_GAMEPAD_ELEMENT_INVALID = -1,
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/* ... SDL_GamepadButton ... */
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE = SDL_GAMEPAD_BUTTON_MAX,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFTY_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTX_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_NEGATIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHTY_POSITIVE,
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SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER,
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SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER,
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SDL_GAMEPAD_ELEMENT_AXIS_MAX,
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SDL_GAMEPAD_ELEMENT_NAME = SDL_GAMEPAD_ELEMENT_AXIS_MAX,
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SDL_GAMEPAD_ELEMENT_TYPE,
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SDL_GAMEPAD_ELEMENT_MAX,
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};
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#define HIGHLIGHT_COLOR 224, 255, 255, SDL_ALPHA_OPAQUE
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#define HIGHLIGHT_TEXTURE_MOD 224, 255, 255
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#define PRESSED_COLOR 175, 238, 238, SDL_ALPHA_OPAQUE
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#define PRESSED_TEXTURE_MOD 175, 238, 238
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#define SELECTED_COLOR 224, 255, 224, SDL_ALPHA_OPAQUE
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/* Gamepad image display */
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extern GamepadImage *CreateGamepadImage(SDL_Renderer *renderer);
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extern void SetGamepadImagePosition(GamepadImage *ctx, int x, int y);
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extern void GetGamepadImageArea(GamepadImage *ctx, SDL_Rect *area);
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extern void SetGamepadImageShowingFront(GamepadImage *ctx, SDL_bool showing_front);
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extern void SetGamepadImageFaceStyle(GamepadImage *ctx, GamepadImageFaceStyle face_style);
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extern GamepadImageFaceStyle GetGamepadImageFaceStyle(GamepadImage *ctx);
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extern void SetGamepadImageDisplayMode(GamepadImage *ctx, ControllerDisplayMode display_mode);
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extern int GetGamepadImageButtonWidth(GamepadImage *ctx);
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extern int GetGamepadImageButtonHeight(GamepadImage *ctx);
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extern int GetGamepadImageAxisWidth(GamepadImage *ctx);
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extern int GetGamepadImageAxisHeight(GamepadImage *ctx);
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extern SDL_GamepadButton GetGamepadImageButtonAt(GamepadImage *ctx, float x, float y);
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extern SDL_GamepadAxis GetGamepadImageAxisAt(GamepadImage *ctx, float x, float y);
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extern int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y);
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extern void ClearGamepadImage(GamepadImage *ctx);
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extern void SetGamepadImageButton(GamepadImage *ctx, SDL_GamepadButton button, SDL_bool active);
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extern void SetGamepadImageAxis(GamepadImage *ctx, SDL_GamepadAxis axis, int direction);
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extern void SetGamepadImageElement(GamepadImage *ctx, int element, SDL_bool active);
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extern void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad);
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extern void RenderGamepadImage(GamepadImage *ctx);
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@ -56,6 +86,9 @@ typedef struct GamepadDisplay GamepadDisplay;
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extern GamepadDisplay *CreateGamepadDisplay(SDL_Renderer *renderer);
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extern void SetGamepadDisplayDisplayMode(GamepadDisplay *ctx, ControllerDisplayMode display_mode);
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extern void SetGamepadDisplayArea(GamepadDisplay *ctx, const SDL_Rect *area);
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extern int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float x, float y);
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extern void SetGamepadDisplayHighlight(GamepadDisplay *ctx, int element, SDL_bool pressed);
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extern void SetGamepadDisplaySelected(GamepadDisplay *ctx, int element);
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extern void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad);
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extern void DestroyGamepadDisplay(GamepadDisplay *ctx);
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@ -65,6 +98,8 @@ typedef struct JoystickDisplay JoystickDisplay;
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extern JoystickDisplay *CreateJoystickDisplay(SDL_Renderer *renderer);
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extern void SetJoystickDisplayArea(JoystickDisplay *ctx, const SDL_Rect *area);
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extern char *GetJoystickDisplayElementAt(JoystickDisplay *ctx, SDL_Joystick *joystick, float x, float y);
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extern void SetJoystickDisplayHighlight(JoystickDisplay *ctx, const char *element, SDL_bool pressed);
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extern void RenderJoystickDisplay(JoystickDisplay *ctx, SDL_Joystick *joystick);
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extern void DestroyJoystickDisplay(JoystickDisplay *ctx);
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@ -74,9 +109,42 @@ typedef struct GamepadButton GamepadButton;
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extern GamepadButton *CreateGamepadButton(SDL_Renderer *renderer, const char *label);
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extern void SetGamepadButtonArea(GamepadButton *ctx, const SDL_Rect *area);
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extern void SetGamepadButtonHighlight(GamepadButton *ctx, SDL_bool highlight);
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extern void GetGamepadButtonArea(GamepadButton *ctx, SDL_Rect *area);
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extern void SetGamepadButtonHighlight(GamepadButton *ctx, SDL_bool highlight, SDL_bool pressed);
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extern int GetGamepadButtonLabelWidth(GamepadButton *ctx);
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extern int GetGamepadButtonLabelHeight(GamepadButton *ctx);
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extern SDL_bool GamepadButtonContains(GamepadButton *ctx, float x, float y);
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extern void RenderGamepadButton(GamepadButton *ctx);
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extern void DestroyGamepadButton(GamepadButton *ctx);
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/* Working with mappings and bindings */
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/* Return whether a mapping has any bindings */
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extern SDL_bool MappingHasBindings(const char *mapping);
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/* Return true if the mapping has a controller name */
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extern SDL_bool MappingHasName(const char *mapping);
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/* Return the name from a mapping, which should be freed using SDL_free(), or NULL if there is no name specified */
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extern char *GetMappingName(const char *mapping);
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/* Set the name in a mapping, freeing the mapping passed in and returning a new mapping */
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extern char *SetMappingName(char *mapping, const char *name);
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/* Return the type from a mapping, which should be freed using SDL_free(), or NULL if there is no type specified */
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extern char *GetMappingType(const char *mapping);
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/* Set the name in a mapping, freeing the mapping passed in and returning a new mapping */
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extern char *SetMappingType(char *mapping, const char *type);
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/* Get the binding for an element, which should be freed using SDL_free(), or NULL if the element isn't bound */
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extern char *GetElementBinding(const char *mapping, int element);
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/* Set the binding for an element, or NULL to clear it */
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extern char *SetElementBinding(char *mapping, int element, const char *binding);
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/* Return true if a mapping contains this binding */
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extern SDL_bool MappingHasBinding(const char *mapping, const char *binding);
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/* Clear any previous binding */
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extern char *ClearMappingBinding(char *mapping, const char *binding);
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