early-access version 1704
This commit is contained in:
parent
228906ab0b
commit
d6400d16c9
4 changed files with 216 additions and 109 deletions
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 1703.
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This is the source code for early-access 1704.
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## Legal Notice
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@ -736,7 +736,7 @@ void FileSystemController::CreateFactories(FileSys::VfsFilesystem& vfs, bool ove
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auto sd_directory =
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vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::SDMCDir), rw_mode);
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auto load_directory =
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vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::LoadDir), rw_mode);
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vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::LoadDir), FileSys::Mode::Read);
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auto dump_directory =
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vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::DumpDir), rw_mode);
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@ -18,16 +18,6 @@
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#include <utility>
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#include <vector>
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// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
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#endif
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#include <SDL.h>
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#ifdef __clang__
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#pragma clang diagnostic pop
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#endif
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#include "common/logging/log.h"
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#include "common/math_util.h"
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#include "common/param_package.h"
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@ -214,20 +204,38 @@ public:
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sdl_controller.reset(controller);
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}
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bool IsJoyconLeft() {
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if (!sdl_controller) {
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return false;
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}
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const std::string name = SDL_GameControllerName(sdl_controller.get());
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return name.find("Joy-Con Left") != std::string::npos;
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bool IsJoyconLeft() const {
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return std::strstr(GetControllerName().c_str(), "Joy-Con Left") != nullptr;
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}
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bool IsJoyconRight() {
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if (!sdl_controller) {
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return false;
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bool IsJoyconRight() const {
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return std::strstr(GetControllerName().c_str(), "Joy-Con Right") != nullptr;
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}
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std::string GetControllerName() const {
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if (sdl_controller) {
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switch (SDL_GameControllerGetType(sdl_controller.get())) {
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case SDL_CONTROLLER_TYPE_XBOX360:
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return "XBox 360 Controller";
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case SDL_CONTROLLER_TYPE_XBOXONE:
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return "XBox One Controller";
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default:
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break;
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}
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const auto name = SDL_GameControllerName(sdl_controller.get());
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if (name) {
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return name;
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}
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}
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const std::string name = SDL_GameControllerName(sdl_controller.get());
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return name.find("Joy-Con Right") != std::string::npos;
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if (sdl_joystick) {
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const auto name = SDL_JoystickName(sdl_joystick.get());
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if (name) {
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return name;
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}
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}
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return "Unknown";
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}
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private:
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@ -877,29 +885,23 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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std::unordered_map<int, std::shared_ptr<SDLJoystick>> joycon_pairs;
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for (const auto& [key, value] : joystick_map) {
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for (const auto& joystick : value) {
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if (auto* const controller = joystick->GetSDLGameController()) {
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std::string name =
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fmt::format("{} {}", GetControllerName(controller), joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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{"class", "sdl"},
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{"display", std::move(name)},
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{"guid", joystick->GetGUID()},
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{"port", std::to_string(joystick->GetPort())},
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});
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if (joystick->IsJoyconLeft()) {
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joycon_pairs[joystick->GetPort()] = joystick;
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}
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} else if (auto* const joy = joystick->GetSDLJoystick()) {
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std::string name = fmt::format("{} {}", SDL_JoystickName(joy), joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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{"class", "sdl"},
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{"display", std::move(name)},
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{"guid", joystick->GetGUID()},
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{"port", std::to_string(joystick->GetPort())},
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});
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if (!joystick->GetSDLJoystick()) {
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continue;
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}
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std::string name =
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fmt::format("{} {}", joystick->GetControllerName(), joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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{"class", "sdl"},
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{"display", std::move(name)},
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{"guid", joystick->GetGUID()},
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{"port", std::to_string(joystick->GetPort())},
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});
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if (joystick->IsJoyconLeft()) {
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joycon_pairs.insert_or_assign(joystick->GetPort(), joystick);
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}
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}
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}
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// Add dual controllers
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for (const auto& [key, value] : joystick_map) {
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for (const auto& joystick : value) {
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@ -924,17 +926,6 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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return devices;
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}
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std::string SDLState::GetControllerName(SDL_GameController* controller) const {
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switch (SDL_GameControllerGetType(controller)) {
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case SDL_CONTROLLER_TYPE_XBOX360:
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return "XBox 360 Controller";
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case SDL_CONTROLLER_TYPE_XBOXONE:
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return "XBox One Controller";
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default:
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return SDL_GameControllerName(controller);
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}
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}
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namespace {
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Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis,
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float value = 0.1f) {
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return {};
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}
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const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
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const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
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auto* controller = joystick->GetSDLGameController();
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if (controller == nullptr) {
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return {};
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}
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const bool is_switch =
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SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO;
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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ButtonBindings switch_to_sdl_button;
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if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) {
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switch_to_sdl_button = GetNintendoButtonBinding(joystick);
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} else {
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switch_to_sdl_button = GetDefaultButtonBinding();
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}
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// Add the missing bindings for ZL/ZR
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static constexpr ZButtonBindings switch_to_sdl_axis{{
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{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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}};
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// Parameters contain two joysticks return dual
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if (params.Has("guid2")) {
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const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
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if (joystick2->GetSDLGameController() != nullptr) {
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return GetDualControllerMapping(joystick, joystick2, switch_to_sdl_button,
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switch_to_sdl_axis);
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}
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}
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return GetSingleControllerMapping(joystick, switch_to_sdl_button, switch_to_sdl_axis);
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}
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ButtonBindings SDLState::GetDefaultButtonBinding() const {
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return {
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std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
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{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
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{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
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{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
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{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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};
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}
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ButtonBindings SDLState::GetNintendoButtonBinding(
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const std::shared_ptr<SDLJoystick>& joystick) const {
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// Default SL/SR mapping for pro controllers
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auto sl_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
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auto sr_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
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sr_button = SDL_CONTROLLER_BUTTON_PADDLE1;
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}
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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using ButtonBindings =
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std::array<std::tuple<bool, Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
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const ButtonBindings switch_to_sdl_button{{
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{false, Settings::NativeButton::A,
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is_switch ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B},
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{false, Settings::NativeButton::B,
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is_switch ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A},
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{false, Settings::NativeButton::X,
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is_switch ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y},
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{false, Settings::NativeButton::Y,
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is_switch ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X},
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{true, Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{false, Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{true, Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{false, Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{false, Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
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{true, Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
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{true, Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{true, Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
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{true, Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{true, Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{true, Settings::NativeButton::SL, sl_button},
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{true, Settings::NativeButton::SR, sr_button},
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{false, Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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}};
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// Add the missing bindings for ZL/ZR
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using ZBindings =
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std::array<std::tuple<bool, Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
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static constexpr ZBindings switch_to_sdl_axis{{
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{true, Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
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{false, Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
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}};
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return {
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std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_X},
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{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
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{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
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{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
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{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
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{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
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{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
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{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
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{Settings::NativeButton::SL, sl_button},
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{Settings::NativeButton::SR, sr_button},
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{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
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};
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}
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ButtonMapping SDLState::GetSingleControllerMapping(
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const std::shared_ptr<SDLJoystick>& joystick, const ButtonBindings& switch_to_sdl_button,
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const ZButtonBindings& switch_to_sdl_axis) const {
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ButtonMapping mapping;
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mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
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auto* controller = joystick->GetSDLGameController();
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for (const auto& [is_left, switch_button, sdl_button] : switch_to_sdl_button) {
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for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
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const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
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if (params.Has("guid2") && is_left) {
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
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continue;
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}
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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}
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for (const auto& [is_left, switch_button, sdl_axis] : switch_to_sdl_axis) {
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for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
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const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
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if (params.Has("guid2") && is_left) {
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
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continue;
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}
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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@ -1204,6 +1222,62 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
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return mapping;
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}
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ButtonMapping SDLState::GetDualControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
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const std::shared_ptr<SDLJoystick>& joystick2,
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const ButtonBindings& switch_to_sdl_button,
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const ZButtonBindings& switch_to_sdl_axis) const {
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ButtonMapping mapping;
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mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
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auto* controller = joystick->GetSDLGameController();
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auto* controller2 = joystick2->GetSDLGameController();
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for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
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if (IsButtonOnLeftSide(switch_button)) {
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const auto& binding = SDL_GameControllerGetBindForButton(controller2, sdl_button);
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
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continue;
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}
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const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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}
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for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
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if (IsButtonOnLeftSide(switch_button)) {
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const auto& binding = SDL_GameControllerGetBindForAxis(controller2, sdl_axis);
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
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continue;
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}
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const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
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mapping.insert_or_assign(
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switch_button,
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BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
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}
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return mapping;
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}
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bool SDLState::IsButtonOnLeftSide(Settings::NativeButton::Values button) const {
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switch (button) {
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case Settings::NativeButton::DDown:
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case Settings::NativeButton::DLeft:
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case Settings::NativeButton::DRight:
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case Settings::NativeButton::DUp:
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case Settings::NativeButton::L:
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case Settings::NativeButton::LStick:
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case Settings::NativeButton::Minus:
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case Settings::NativeButton::Screenshot:
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case Settings::NativeButton::ZL:
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return true;
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default:
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return false;
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}
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}
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AnalogMapping SDLState::GetAnalogMappingForDevice(const Common::ParamPackage& params) {
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if (!params.Has("guid") || !params.Has("port")) {
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return {};
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@ -9,6 +9,17 @@
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#include <mutex>
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#include <thread>
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#include <unordered_map>
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// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
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#ifdef __GNUC__
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#pragma GCC diagnostic push
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#pragma GCC diagnostic ignored "-Wimplicit-fallthrough"
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#endif
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#include <SDL.h>
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#ifdef __GNUC__
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#pragma GCC diagnostic pop
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#endif
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#include "common/common_types.h"
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#include "common/threadsafe_queue.h"
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#include "input_common/sdl/sdl.h"
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@ -18,6 +29,11 @@ using SDL_GameController = struct _SDL_GameController;
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using SDL_Joystick = struct _SDL_Joystick;
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using SDL_JoystickID = s32;
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using ButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
|
||||
using ZButtonBindings =
|
||||
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
|
||||
|
||||
namespace InputCommon::SDL {
|
||||
|
||||
class SDLAnalogFactory;
|
||||
|
@ -66,8 +82,25 @@ private:
|
|||
/// Needs to be called before SDL_QuitSubSystem.
|
||||
void CloseJoysticks();
|
||||
|
||||
/// Returns a custom name for specific controllers because the default name is not correct
|
||||
std::string GetControllerName(SDL_GameController* controller) const;
|
||||
/// Returns the default button bindings list for generic controllers
|
||||
ButtonBindings GetDefaultButtonBinding() const;
|
||||
|
||||
/// Returns the default button bindings list for nintendo controllers
|
||||
ButtonBindings GetNintendoButtonBinding(const std::shared_ptr<SDLJoystick>& joystick) const;
|
||||
|
||||
/// Returns the button mappings from a single controller
|
||||
ButtonMapping GetSingleControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
|
||||
const ButtonBindings& switch_to_sdl_button,
|
||||
const ZButtonBindings& switch_to_sdl_axis) const;
|
||||
|
||||
/// Returns the button mappings from two different controllers
|
||||
ButtonMapping GetDualControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
|
||||
const std::shared_ptr<SDLJoystick>& joystick2,
|
||||
const ButtonBindings& switch_to_sdl_button,
|
||||
const ZButtonBindings& switch_to_sdl_axis) const;
|
||||
|
||||
/// Returns true if the button is on the left joycon
|
||||
bool IsButtonOnLeftSide(Settings::NativeButton::Values button) const;
|
||||
|
||||
// Set to true if SDL supports game controller subsystem
|
||||
bool has_gamecontroller = false;
|
||||
|
|
Loading…
Reference in a new issue