Merge commit '3a7f96fd99528968c39b5be81db067ca018d432b' into dev

This commit is contained in:
SimoneN64
2024-09-18 20:42:08 +02:00
641 changed files with 31269 additions and 30646 deletions

View File

@@ -42,7 +42,7 @@
typedef struct
{
SDL_bool m_bMoving;
bool m_bMoving;
int m_nLastValue;
int m_nStartingValue;
int m_nFarthestValue;
@@ -58,7 +58,7 @@ typedef struct
SDL_Gamepad *gamepad;
char *mapping;
SDL_bool has_bindings;
bool has_bindings;
int audio_route;
int trigger_effect;
@@ -78,30 +78,30 @@ static GamepadButton *clear_button = NULL;
static GamepadButton *copy_button = NULL;
static GamepadButton *paste_button = NULL;
static char *backup_mapping = NULL;
static SDL_bool done = SDL_FALSE;
static SDL_bool set_LED = SDL_FALSE;
static bool done = false;
static bool set_LED = false;
static int num_controllers = 0;
static Controller *controllers;
static Controller *controller;
static SDL_JoystickID mapping_controller = 0;
static int binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
static int last_binding_element = SDL_GAMEPAD_ELEMENT_INVALID;
static SDL_bool binding_flow = SDL_FALSE;
static bool binding_flow = false;
static int binding_flow_direction = 0;
static Uint64 binding_advance_time = 0;
static SDL_FRect title_area;
static SDL_bool title_highlighted;
static SDL_bool title_pressed;
static bool title_highlighted;
static bool title_pressed;
static SDL_FRect type_area;
static SDL_bool type_highlighted;
static SDL_bool type_pressed;
static bool type_highlighted;
static bool type_pressed;
static char *controller_name;
static SDL_Joystick *virtual_joystick = NULL;
static SDL_GamepadAxis virtual_axis_active = SDL_GAMEPAD_AXIS_INVALID;
static float virtual_axis_start_x;
static float virtual_axis_start_y;
static SDL_GamepadButton virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
static SDL_bool virtual_touchpad_active = SDL_FALSE;
static bool virtual_touchpad_active = false;
static float virtual_touchpad_x;
static float virtual_touchpad_y;
@@ -254,24 +254,24 @@ static void CyclePS5TriggerEffect(Controller *device)
static void ClearButtonHighlights(void)
{
title_highlighted = SDL_FALSE;
title_pressed = SDL_FALSE;
title_highlighted = false;
title_pressed = false;
type_highlighted = SDL_FALSE;
type_pressed = SDL_FALSE;
type_highlighted = false;
type_pressed = false;
ClearGamepadImage(image);
SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, SDL_FALSE);
SetGamepadButtonHighlight(setup_mapping_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(done_mapping_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(cancel_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(clear_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(copy_button, SDL_FALSE, SDL_FALSE);
SetGamepadButtonHighlight(paste_button, SDL_FALSE, SDL_FALSE);
SetGamepadDisplayHighlight(gamepad_elements, SDL_GAMEPAD_ELEMENT_INVALID, false);
SetGamepadTypeDisplayHighlight(gamepad_type, SDL_GAMEPAD_TYPE_UNSELECTED, false);
SetGamepadButtonHighlight(setup_mapping_button, false, false);
SetGamepadButtonHighlight(done_mapping_button, false, false);
SetGamepadButtonHighlight(cancel_button, false, false);
SetGamepadButtonHighlight(clear_button, false, false);
SetGamepadButtonHighlight(copy_button, false, false);
SetGamepadButtonHighlight(paste_button, false, false);
}
static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
static void UpdateButtonHighlights(float x, float y, bool button_down)
{
ClearButtonHighlights();
@@ -285,19 +285,19 @@ static void UpdateButtonHighlights(float x, float y, SDL_bool button_down)
point.x = x;
point.y = y;
if (SDL_PointInRectFloat(&point, &title_area)) {
title_highlighted = SDL_TRUE;
title_highlighted = true;
title_pressed = button_down;
} else {
title_highlighted = SDL_FALSE;
title_pressed = SDL_FALSE;
title_highlighted = false;
title_pressed = false;
}
if (SDL_PointInRectFloat(&point, &type_area)) {
type_highlighted = SDL_TRUE;
type_highlighted = true;
type_pressed = button_down;
} else {
type_highlighted = SDL_FALSE;
type_pressed = SDL_FALSE;
type_highlighted = false;
type_pressed = false;
}
if (controller->joystick != virtual_joystick) {
@@ -364,7 +364,7 @@ static void SetAndFreeGamepadMapping(char *mapping)
SDL_free(mapping);
}
static void SetCurrentBindingElement(int element, SDL_bool flow)
static void SetCurrentBindingElement(int element, bool flow)
{
int i;
@@ -400,11 +400,11 @@ static void SetNextBindingElement(void)
for (i = 0; i < SDL_arraysize(s_arrBindingOrder); ++i) {
if (binding_element == s_arrBindingOrder[i]) {
binding_flow_direction = 1;
SetCurrentBindingElement(s_arrBindingOrder[i + 1], SDL_TRUE);
SetCurrentBindingElement(s_arrBindingOrder[i + 1], true);
return;
}
}
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
static void SetPrevBindingElement(void)
@@ -418,16 +418,16 @@ static void SetPrevBindingElement(void)
for (i = 1; i < SDL_arraysize(s_arrBindingOrder); ++i) {
if (binding_element == s_arrBindingOrder[i]) {
binding_flow_direction = -1;
SetCurrentBindingElement(s_arrBindingOrder[i - 1], SDL_TRUE);
SetCurrentBindingElement(s_arrBindingOrder[i - 1], true);
return;
}
}
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
static void StopBinding(void)
{
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
typedef struct
@@ -436,10 +436,10 @@ typedef struct
int direction;
} AxisInfo;
static SDL_bool ParseAxisInfo(const char *description, AxisInfo *info)
static bool ParseAxisInfo(const char *description, AxisInfo *info)
{
if (!description) {
return SDL_FALSE;
return false;
}
if (*description == '-') {
@@ -455,16 +455,16 @@ static SDL_bool ParseAxisInfo(const char *description, AxisInfo *info)
if (description[0] == 'a' && SDL_isdigit(description[1])) {
++description;
info->axis = SDL_atoi(description);
return SDL_TRUE;
return true;
}
return SDL_FALSE;
return false;
}
static void CommitBindingElement(const char *binding, SDL_bool force)
static void CommitBindingElement(const char *binding, bool force)
{
char *mapping;
int direction = 1;
SDL_bool ignore_binding = SDL_FALSE;
bool ignore_binding = false;
if (binding_element == SDL_GAMEPAD_ELEMENT_INVALID) {
return;
@@ -479,36 +479,36 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
/* If the controller generates multiple events for a single element, pick the best one */
if (!force && binding_advance_time) {
char *current = GetElementBinding(mapping, binding_element);
SDL_bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_MAX);
SDL_bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_MAX &&
bool native_button = (binding_element < SDL_GAMEPAD_BUTTON_COUNT);
bool native_axis = (binding_element >= SDL_GAMEPAD_BUTTON_COUNT &&
binding_element <= SDL_GAMEPAD_ELEMENT_AXIS_MAX);
SDL_bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
bool native_trigger = (binding_element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
binding_element == SDL_GAMEPAD_ELEMENT_AXIS_RIGHT_TRIGGER);
SDL_bool native_dpad = (binding_element == SDL_GAMEPAD_BUTTON_DPAD_UP ||
bool native_dpad = (binding_element == SDL_GAMEPAD_BUTTON_DPAD_UP ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
binding_element == SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
if (native_button) {
SDL_bool current_button = (current && *current == 'b');
SDL_bool proposed_button = (binding && *binding == 'b');
bool current_button = (current && *current == 'b');
bool proposed_button = (binding && *binding == 'b');
if (current_button && !proposed_button) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
/* Use the lower index button (we map from lower to higher button index) */
if (current_button && proposed_button && current[1] < binding[1]) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
}
if (native_axis) {
AxisInfo current_axis_info = { 0, 0 };
AxisInfo proposed_axis_info = { 0, 0 };
SDL_bool current_axis = ParseAxisInfo(current, &current_axis_info);
SDL_bool proposed_axis = ParseAxisInfo(binding, &proposed_axis_info);
bool current_axis = ParseAxisInfo(current, &current_axis_info);
bool proposed_axis = ParseAxisInfo(binding, &proposed_axis_info);
if (current_axis) {
/* Ignore this unless the proposed binding extends the existing axis */
ignore_binding = SDL_TRUE;
ignore_binding = true;
if (native_trigger &&
((*current == '-' && *binding == '+' &&
@@ -517,24 +517,24 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
SDL_strcmp(current + 1, binding + 1) == 0))) {
/* Merge two half axes into a whole axis for a trigger */
++binding;
ignore_binding = SDL_FALSE;
ignore_binding = false;
}
/* Use the lower index axis (we map from lower to higher axis index) */
if (proposed_axis && proposed_axis_info.axis < current_axis_info.axis) {
ignore_binding = SDL_FALSE;
ignore_binding = false;
}
}
}
if (native_dpad) {
SDL_bool current_hat = (current && *current == 'h');
SDL_bool proposed_hat = (binding && *binding == 'h');
bool current_hat = (current && *current == 'h');
bool proposed_hat = (binding && *binding == 'h');
if (current_hat && !proposed_hat) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
/* Use the lower index hat (we map from lower to higher hat index) */
if (current_hat && proposed_hat && current[1] < binding[1]) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
}
}
SDL_free(current);
@@ -550,43 +550,43 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
/* Bind it! */
} else if (binding_element == action_backward) {
if (existing == action_forward) {
SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
bool bound_backward = MappingHasElement(controller->mapping, action_backward);
if (bound_backward) {
/* Just move on to the next one */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetNextBindingElement();
} else {
/* You can't skip the backward action, go back and start over */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetPrevBindingElement();
}
} else if (existing == action_backward && binding_flow_direction == -1) {
/* Keep going backwards */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetPrevBindingElement();
} else {
/* Bind it! */
}
} else if (existing == action_forward) {
/* Just move on to the next one */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetNextBindingElement();
} else if (existing == action_backward) {
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetPrevBindingElement();
} else if (existing == binding_element) {
/* We're rebinding the same thing, just move to the next one */
ignore_binding = SDL_TRUE;
ignore_binding = true;
SetNextBindingElement();
} else if (existing == action_delete) {
/* Clear the current binding and move to the next one */
binding = NULL;
direction = 1;
force = SDL_TRUE;
force = true;
} else if (binding_element != action_forward &&
binding_element != action_backward) {
/* Actually, we'll just clear the existing binding */
/*ignore_binding = SDL_TRUE;*/
/*ignore_binding = true;*/
}
}
}
@@ -618,7 +618,7 @@ static void CommitBindingElement(const char *binding, SDL_bool force)
static void ClearBinding(void)
{
CommitBindingElement(NULL, SDL_TRUE);
CommitBindingElement(NULL, true);
}
static void SetDisplayMode(ControllerDisplayMode mode)
@@ -633,9 +633,9 @@ static void SetDisplayMode(ControllerDisplayMode mode)
}
mapping_controller = controller->id;
if (MappingHasBindings(backup_mapping)) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
} else {
SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_SOUTH, SDL_TRUE);
SetCurrentBindingElement(SDL_GAMEPAD_BUTTON_SOUTH, true);
}
} else {
if (backup_mapping) {
@@ -652,7 +652,7 @@ static void SetDisplayMode(ControllerDisplayMode mode)
button_state = SDL_GetMouseState(&x, &y);
SDL_RenderCoordinatesFromWindow(screen, x, y, &x, &y);
UpdateButtonHighlights(x, y, button_state ? SDL_TRUE : SDL_FALSE);
UpdateButtonHighlights(x, y, button_state ? true : false);
}
static void CancelMapping(void)
@@ -666,7 +666,7 @@ static void CancelMapping(void)
static void ClearMapping(void)
{
SetAndFreeGamepadMapping(NULL);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_INVALID, false);
}
static void CopyMapping(void)
@@ -887,7 +887,7 @@ static void SetController(SDL_JoystickID id)
RefreshControllerName();
}
static void AddController(SDL_JoystickID id, SDL_bool verbose)
static void AddController(SDL_JoystickID id, bool verbose)
{
Controller *new_controllers;
Controller *new_controller;
@@ -999,7 +999,7 @@ static void HandleGamepadRemapped(SDL_JoystickID id)
controllers[i].has_bindings = MappingHasBindings(mapping);
}
static void HandleGamepadAdded(SDL_JoystickID id, SDL_bool verbose)
static void HandleGamepadAdded(SDL_JoystickID id, bool verbose)
{
SDL_Gamepad *gamepad;
Uint16 firmware_version;
@@ -1034,15 +1034,15 @@ static void HandleGamepadAdded(SDL_JoystickID id, SDL_bool verbose)
SDL_Log("Firmware version: 0x%x (%d)\n", firmware_version, firmware_version);
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN, false)) {
SDL_Log("Has player LED");
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, false)) {
SDL_Log("Rumble supported");
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN, false)) {
SDL_Log("Trigger rumble supported");
}
@@ -1058,7 +1058,7 @@ static void HandleGamepadAdded(SDL_JoystickID id, SDL_bool verbose)
if (verbose) {
SDL_Log("Enabling %s at %.2f Hz\n", GetSensorName(sensor), SDL_GetGamepadSensorDataRate(gamepad, sensor));
}
SDL_SetGamepadSensorEnabled(gamepad, sensor, SDL_TRUE);
SDL_SetGamepadSensorEnabled(gamepad, sensor, true);
}
}
@@ -1106,21 +1106,21 @@ static Uint16 ConvertAxisToRumble(Sint16 axisval)
}
}
static SDL_bool ShowingFront(void)
static bool ShowingFront(void)
{
SDL_bool showing_front = SDL_TRUE;
bool showing_front = true;
int i;
/* Show the back of the gamepad if the paddles are being held or bound */
for (i = SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1; i <= SDL_GAMEPAD_BUTTON_LEFT_PADDLE2; ++i) {
if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) == SDL_PRESSED ||
if (SDL_GetGamepadButton(controller->gamepad, (SDL_GamepadButton)i) ||
binding_element == i) {
showing_front = SDL_FALSE;
showing_front = false;
break;
}
}
if ((SDL_GetModState() & SDL_KMOD_SHIFT) && binding_element != SDL_GAMEPAD_ELEMENT_NAME) {
showing_front = SDL_FALSE;
showing_front = false;
}
return showing_front;
}
@@ -1130,22 +1130,22 @@ static void SDLCALL VirtualGamepadSetPlayerIndex(void *userdata, int player_inde
SDL_Log("Virtual Gamepad: player index set to %d\n", player_index);
}
static SDL_bool SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
static bool SDLCALL VirtualGamepadRumble(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble)
{
SDL_Log("Virtual Gamepad: rumble set to %d/%d\n", low_frequency_rumble, high_frequency_rumble);
return SDL_TRUE;
return true;
}
static SDL_bool SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
static bool SDLCALL VirtualGamepadRumbleTriggers(void *userdata, Uint16 left_rumble, Uint16 right_rumble)
{
SDL_Log("Virtual Gamepad: trigger rumble set to %d/%d\n", left_rumble, right_rumble);
return SDL_TRUE;
return true;
}
static SDL_bool SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
static bool SDLCALL VirtualGamepadSetLED(void *userdata, Uint8 red, Uint8 green, Uint8 blue)
{
SDL_Log("Virtual Gamepad: LED set to RGB %d,%d,%d\n", red, green, blue);
return SDL_TRUE;
return true;
}
static void OpenVirtualGamepad(void)
@@ -1159,10 +1159,10 @@ static void OpenVirtualGamepad(void)
return;
}
SDL_zero(desc);
SDL_INIT_INTERFACE(&desc);
desc.type = SDL_JOYSTICK_TYPE_GAMEPAD;
desc.naxes = SDL_GAMEPAD_AXIS_MAX;
desc.nbuttons = SDL_GAMEPAD_BUTTON_MAX;
desc.naxes = SDL_GAMEPAD_AXIS_COUNT;
desc.nbuttons = SDL_GAMEPAD_BUTTON_COUNT;
desc.ntouchpads = 1;
desc.touchpads = &virtual_touchpad;
desc.nsensors = 1;
@@ -1210,7 +1210,7 @@ static void VirtualGamepadMouseMotion(float x, float y)
const float MOVING_DISTANCE = 2.0f;
if (SDL_fabs(x - virtual_axis_start_x) >= MOVING_DISTANCE ||
SDL_fabs(y - virtual_axis_start_y) >= MOVING_DISTANCE) {
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, false);
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
}
}
@@ -1248,7 +1248,7 @@ static void VirtualGamepadMouseMotion(float x, float y)
GetGamepadTouchpadArea(image, &touchpad);
virtual_touchpad_x = (x - touchpad.x) / touchpad.w;
virtual_touchpad_y = (y - touchpad.y) / touchpad.h;
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_PRESSED, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, true, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
}
}
@@ -1261,17 +1261,17 @@ static void VirtualGamepadMouseDown(float x, float y)
SDL_FRect touchpad;
GetGamepadTouchpadArea(image, &touchpad);
if (SDL_PointInRectFloat(&point, &touchpad)) {
virtual_touchpad_active = SDL_TRUE;
virtual_touchpad_active = true;
virtual_touchpad_x = (x - touchpad.x) / touchpad.w;
virtual_touchpad_y = (y - touchpad.y) / touchpad.h;
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_PRESSED, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, true, virtual_touchpad_x, virtual_touchpad_y, 1.0f);
}
return;
}
if (element < SDL_GAMEPAD_BUTTON_MAX) {
if (element < SDL_GAMEPAD_BUTTON_COUNT) {
virtual_button_active = (SDL_GamepadButton)element;
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_PRESSED);
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, true);
} else {
switch (element) {
case SDL_GAMEPAD_ELEMENT_AXIS_LEFTX_NEGATIVE:
@@ -1301,7 +1301,7 @@ static void VirtualGamepadMouseDown(float x, float y)
static void VirtualGamepadMouseUp(float x, float y)
{
if (virtual_button_active != SDL_GAMEPAD_BUTTON_INVALID) {
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, SDL_RELEASED);
SDL_SetJoystickVirtualButton(virtual_joystick, virtual_button_active, false);
virtual_button_active = SDL_GAMEPAD_BUTTON_INVALID;
}
@@ -1317,8 +1317,8 @@ static void VirtualGamepadMouseUp(float x, float y)
}
if (virtual_touchpad_active) {
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, SDL_RELEASED, virtual_touchpad_x, virtual_touchpad_y, 0.0f);
virtual_touchpad_active = SDL_FALSE;
SDL_SetJoystickVirtualTouchpad(virtual_joystick, 0, 0, false, virtual_touchpad_x, virtual_touchpad_y, 0.0f);
virtual_touchpad_active = false;
}
}
@@ -1464,11 +1464,11 @@ static void DrawBindingTips(SDL_Renderer *renderer)
Uint8 r, g, b, a;
SDL_FRect rect;
SDL_GamepadButton action_forward = SDL_GAMEPAD_BUTTON_SOUTH;
SDL_bool bound_forward = MappingHasElement(controller->mapping, action_forward);
bool bound_forward = MappingHasElement(controller->mapping, action_forward);
SDL_GamepadButton action_backward = SDL_GAMEPAD_BUTTON_EAST;
SDL_bool bound_backward = MappingHasElement(controller->mapping, action_backward);
bool bound_backward = MappingHasElement(controller->mapping, action_backward);
SDL_GamepadButton action_delete = SDL_GAMEPAD_BUTTON_WEST;
SDL_bool bound_delete = MappingHasElement(controller->mapping, action_delete);
bool bound_delete = MappingHasElement(controller->mapping, action_delete);
y -= (FONT_CHARACTER_SIZE + BUTTON_MARGIN) / 2;
@@ -1584,7 +1584,7 @@ static void loop(void *arg)
switch (event.type) {
case SDL_EVENT_JOYSTICK_ADDED:
AddController(event.jdevice.which, SDL_TRUE);
AddController(event.jdevice.which, true);
break;
case SDL_EVENT_JOYSTICK_REMOVED:
@@ -1647,7 +1647,7 @@ static void loop(void *arg)
#ifdef DEBUG_AXIS_MAPPING
SDL_Log("AXIS %d axis_min = %d, axis_max = %d, binding = %s\n", event.jaxis.axis, axis_min, axis_max, binding);
#endif
CommitBindingElement(binding, SDL_FALSE);
CommitBindingElement(binding, false);
}
}
break;
@@ -1665,7 +1665,7 @@ static void loop(void *arg)
char binding[12];
SDL_snprintf(binding, sizeof(binding), "b%d", event.jbutton.button);
CommitBindingElement(binding, SDL_FALSE);
CommitBindingElement(binding, false);
}
break;
@@ -1677,12 +1677,12 @@ static void loop(void *arg)
char binding[12];
SDL_snprintf(binding, sizeof(binding), "h%d.%d", event.jhat.hat, event.jhat.value);
CommitBindingElement(binding, SDL_FALSE);
CommitBindingElement(binding, false);
}
break;
case SDL_EVENT_GAMEPAD_ADDED:
HandleGamepadAdded(event.gdevice.which, SDL_TRUE);
HandleGamepadAdded(event.gdevice.which, true);
break;
case SDL_EVENT_GAMEPAD_REMOVED:
@@ -1772,7 +1772,7 @@ static void loop(void *arg)
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
VirtualGamepadMouseDown(event.button.x, event.button.y);
}
UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
UpdateButtonHighlights(event.button.x, event.button.y, event.button.down);
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
@@ -1801,9 +1801,9 @@ static void loop(void *arg)
} else if (GamepadButtonContains(paste_button, event.button.x, event.button.y)) {
PasteMapping();
} else if (title_pressed) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_NAME, false);
} else if (type_pressed) {
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, SDL_FALSE);
SetCurrentBindingElement(SDL_GAMEPAD_ELEMENT_TYPE, false);
} else if (binding_element == SDL_GAMEPAD_ELEMENT_TYPE) {
int type = GetGamepadTypeDisplayAt(gamepad_type, event.button.x, event.button.y);
if (type != SDL_GAMEPAD_TYPE_UNSELECTED) {
@@ -1821,26 +1821,26 @@ static void loop(void *arg)
gamepad_element = GetGamepadDisplayElementAt(gamepad_elements, controller->gamepad, event.button.x, event.button.y);
}
if (gamepad_element != SDL_GAMEPAD_ELEMENT_INVALID) {
/* Set this to SDL_FALSE if you don't want to start the binding flow at this point */
const SDL_bool should_start_flow = SDL_TRUE;
/* Set this to false if you don't want to start the binding flow at this point */
const bool should_start_flow = true;
SetCurrentBindingElement(gamepad_element, should_start_flow);
}
joystick_element = GetJoystickDisplayElementAt(joystick_elements, controller->joystick, event.button.x, event.button.y);
if (joystick_element) {
CommitBindingElement(joystick_element, SDL_TRUE);
CommitBindingElement(joystick_element, true);
SDL_free(joystick_element);
}
}
}
UpdateButtonHighlights(event.button.x, event.button.y, event.button.state ? SDL_TRUE : SDL_FALSE);
UpdateButtonHighlights(event.button.x, event.button.y, event.button.down);
break;
case SDL_EVENT_MOUSE_MOTION:
if (virtual_joystick && controller && controller->joystick == virtual_joystick) {
VirtualGamepadMouseMotion(event.motion.x, event.motion.y);
}
UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? SDL_TRUE : SDL_FALSE);
UpdateButtonHighlights(event.motion.x, event.motion.y, event.motion.state ? true : false);
break;
case SDL_EVENT_KEY_DOWN:
@@ -1859,7 +1859,7 @@ static void loop(void *arg)
} else if (event.key.key == SDLK_R && (event.key.mod & SDL_KMOD_CTRL)) {
SDL_ReloadGamepadMappings();
} else if (event.key.key == SDLK_ESCAPE) {
done = SDL_TRUE;
done = true;
}
} else if (display_mode == CONTROLLER_MODE_BINDING) {
if (event.key.key == SDLK_C && (event.key.mod & SDL_KMOD_CTRL)) {
@@ -1912,7 +1912,7 @@ static void loop(void *arg)
}
break;
case SDL_EVENT_QUIT:
done = SDL_TRUE;
done = true;
break;
default:
break;
@@ -1940,7 +1940,7 @@ static void loop(void *arg)
UpdateGamepadImageFromGamepad(image, controller->gamepad);
if (display_mode == CONTROLLER_MODE_BINDING &&
binding_element != SDL_GAMEPAD_ELEMENT_INVALID) {
SetGamepadImageElement(image, binding_element, SDL_TRUE);
SetGamepadImageElement(image, binding_element, true);
}
RenderGamepadImage(image);
@@ -1983,7 +1983,7 @@ static void loop(void *arg)
int main(int argc, char *argv[])
{
SDL_bool show_mappings = SDL_FALSE;
bool show_mappings = false;
int i;
float content_scale;
int screen_width, screen_height;
@@ -2005,9 +2005,6 @@ int main(int argc, char *argv[])
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_LINUX_DEADZONES, "1");
/* Enable standard application logging */
SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Enable input debug logging */
SDL_SetLogPriority(SDL_LOG_CATEGORY_INPUT, SDL_LOG_PRIORITY_DEBUG);
@@ -2018,7 +2015,7 @@ int main(int argc, char *argv[])
consumed = SDLTest_CommonArg(state, i);
if (!consumed) {
if (SDL_strcmp(argv[i], "--mappings") == 0) {
show_mappings = SDL_TRUE;
show_mappings = true;
consumed = 1;
} else if (SDL_strcmp(argv[i], "--virtual") == 0) {
OpenVirtualGamepad();