示例#1
0
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 );
}
示例#2
0
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);
}