Add GameControllerDB support
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@@ -193,3 +193,82 @@ ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
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SDL_Log("Gamepad #%u removed", (unsigned int) which);
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SUCCEED_RETURN(errctx);
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}
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ErrorContext ERROR_NOIGNORE *SDL3G_controller_default(int controlmapid, char *actorname, int kbid, int jsid)
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{
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SDL3GControlMap *controlmap;
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PREPARE_ERROR(errctx);
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ATTEMPT {
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// set up the control map
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controlmap = &GAME_ControlMaps[0];
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controlmap->kbid = kbid;
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controlmap->jsid = jsid;
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controlmap->target = SDL_GetPointerProperty(REGISTRY_ACTOR, actorname, NULL);
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FAIL_ZERO_BREAK(errctx, controlmap->target, ERR_REGISTRY, "Actor %s not found in registry", actorname);
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// ---- KEYBOARD CONTROLS ----
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// Move down
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controlmap->controls[0].key = SDLK_DOWN;
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controlmap->controls[0].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[0].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[0].handler_on = &SDL3GActor_cmhf_down_on;
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controlmap->controls[0].handler_off = &SDL3GActor_cmhf_down_off;
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// Move up
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controlmap->controls[1].key = SDLK_UP;
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controlmap->controls[1].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[1].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[1].handler_on = &SDL3GActor_cmhf_up_on;
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controlmap->controls[1].handler_off = &SDL3GActor_cmhf_up_off;
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// Move left
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controlmap->controls[2].key = SDLK_LEFT;
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controlmap->controls[2].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[2].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[2].handler_on = &SDL3GActor_cmhf_left_on;
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controlmap->controls[2].handler_off = &SDL3GActor_cmhf_left_off;
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// Move right
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controlmap->controls[3].key = SDLK_RIGHT;
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controlmap->controls[3].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[3].event_off = SDL_EVENT_KEY_UP;
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controlmap->controls[3].handler_on = &SDL3GActor_cmhf_right_on;
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controlmap->controls[3].handler_off = &SDL3GActor_cmhf_right_off;
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// ----- GAMEPAD CONTROLS
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// Move down
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controlmap->controls[17].button = SDL_GAMEPAD_BUTTON_DPAD_DOWN;
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controlmap->controls[17].event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
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controlmap->controls[17].event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
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controlmap->controls[17].handler_on = &SDL3GActor_cmhf_down_on;
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controlmap->controls[17].handler_off = &SDL3GActor_cmhf_down_off;
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// Move up
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controlmap->controls[18].button = SDL_GAMEPAD_BUTTON_DPAD_UP;
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controlmap->controls[18].event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
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controlmap->controls[18].event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
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controlmap->controls[18].handler_on = &SDL3GActor_cmhf_up_on;
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controlmap->controls[18].handler_off = &SDL3GActor_cmhf_up_off;
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// Move left
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controlmap->controls[19].button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
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controlmap->controls[19].event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
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controlmap->controls[19].event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
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controlmap->controls[19].handler_on = &SDL3GActor_cmhf_left_on;
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controlmap->controls[19].handler_off = &SDL3GActor_cmhf_left_off;
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// Move right
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controlmap->controls[20].button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
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controlmap->controls[20].event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
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controlmap->controls[20].event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
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controlmap->controls[20].handler_on = &SDL3GActor_cmhf_right_on;
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controlmap->controls[20].handler_off = &SDL3GActor_cmhf_right_off;
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SUCCEED_RETURN(errctx);
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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}
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