static void UpdateXInputJoystickState_OLD(SDL_Joystick * joystick, XINPUT_STATE_EX *pXInputState, XINPUT_BATTERY_INFORMATION_EX *pBatteryInformation) { static WORD s_XInputButtons[] = { XINPUT_GAMEPAD_DPAD_UP, XINPUT_GAMEPAD_DPAD_DOWN, XINPUT_GAMEPAD_DPAD_LEFT, XINPUT_GAMEPAD_DPAD_RIGHT, XINPUT_GAMEPAD_START, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB, XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y, XINPUT_GAMEPAD_GUIDE }; WORD wButtons = pXInputState->Gamepad.wButtons; Uint8 button; SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX); SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbLY))); SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX); SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbRY))); SDL_PrivateJoystickAxis(joystick, 4, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger * 65535 / 255) - 32768)); SDL_PrivateJoystickAxis(joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger * 65535 / 255) - 32768)); for (button = 0; button < SDL_arraysize(s_XInputButtons); ++button) { SDL_PrivateJoystickButton(joystick, button, (wButtons & s_XInputButtons[button]) ? SDL_PRESSED : SDL_RELEASED); } UpdateXInputJoystickBatteryInformation( joystick, pBatteryInformation ); }
static void UpdateXInputJoystickState(SDL_Joystick * joystick, XINPUT_STATE_EX *pXInputState, XINPUT_BATTERY_INFORMATION_EX *pBatteryInformation) { static WORD s_XInputButtons[] = { XINPUT_GAMEPAD_A, XINPUT_GAMEPAD_B, XINPUT_GAMEPAD_X, XINPUT_GAMEPAD_Y, XINPUT_GAMEPAD_LEFT_SHOULDER, XINPUT_GAMEPAD_RIGHT_SHOULDER, XINPUT_GAMEPAD_BACK, XINPUT_GAMEPAD_START, XINPUT_GAMEPAD_LEFT_THUMB, XINPUT_GAMEPAD_RIGHT_THUMB, XINPUT_GAMEPAD_GUIDE }; WORD wButtons = pXInputState->Gamepad.wButtons; Uint8 button; Uint8 hat = SDL_HAT_CENTERED; SDL_PrivateJoystickAxis(joystick, 0, pXInputState->Gamepad.sThumbLX); SDL_PrivateJoystickAxis(joystick, 1, ~pXInputState->Gamepad.sThumbLY); SDL_PrivateJoystickAxis(joystick, 2, ((int)pXInputState->Gamepad.bLeftTrigger * 257) - 32768); SDL_PrivateJoystickAxis(joystick, 3, pXInputState->Gamepad.sThumbRX); SDL_PrivateJoystickAxis(joystick, 4, ~pXInputState->Gamepad.sThumbRY); SDL_PrivateJoystickAxis(joystick, 5, ((int)pXInputState->Gamepad.bRightTrigger * 257) - 32768); for (button = 0; button < SDL_arraysize(s_XInputButtons); ++button) { SDL_PrivateJoystickButton(joystick, button, (wButtons & s_XInputButtons[button]) ? SDL_PRESSED : SDL_RELEASED); } if (wButtons & XINPUT_GAMEPAD_DPAD_UP) { hat |= SDL_HAT_UP; } if (wButtons & XINPUT_GAMEPAD_DPAD_DOWN) { hat |= SDL_HAT_DOWN; } if (wButtons & XINPUT_GAMEPAD_DPAD_LEFT) { hat |= SDL_HAT_LEFT; } if (wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) { hat |= SDL_HAT_RIGHT; } SDL_PrivateJoystickHat(joystick, 0, hat); UpdateXInputJoystickBatteryInformation(joystick, pBatteryInformation); }