Add ability to push controls to a control map without having to manually track controlmap index IDs
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@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 6 11:06:20 AM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 6 11:52:34 AM EDT 2026
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#define SDL_GAMECONTROLLER_DB_LEN 2225
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@@ -21,6 +21,7 @@ typedef struct {
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typedef struct {
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actor *target;
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int nextMap;
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SDL3GControl controls[MAX_CONTROLS];
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SDL_KeyboardID kbid;
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SDL_JoystickID jsid;
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@@ -37,5 +38,7 @@ akerr_ErrorContext AKERR_NOIGNORE *controller_handle_button_up(void *appstate, S
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akerr_ErrorContext AKERR_NOIGNORE *controller_handle_added(void *appstate, SDL_Event *event);
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akerr_ErrorContext AKERR_NOIGNORE *controller_handle_removed(void *appstate, SDL_Event *event);
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akerr_ErrorContext AKERR_NOIGNORE *SDL3G_controller_pushmap(int controlmapid, SDL3GControl *control);
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akerr_ErrorContext AKERR_NOIGNORE *SDL3G_controller_default(int controlmapid, char *actorname, int kbid, int jsid);
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#endif // _CONTROLLER_H_
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