mirror of https://github.com/encounter/SDL.git
Cleanup sfSymbolName support and add them to the dynamic API functions
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149e5c656a
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@ -936,7 +936,11 @@ extern DECLSPEC void SDLCALL SDL_GameControllerClose(SDL_GameController *gamecon
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*
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* \param gamecontroller the controller to query
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* \param button a button on the game controller
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* \returns the sfSymbolsName or NULL if the name can't be found
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*
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* \since This function is available since SDL 2.0.18.
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*
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* \sa SDL_GameControllerGetAppleSFSymbolsNameForAxis
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*/
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button);
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@ -945,12 +949,15 @@ extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForBu
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*
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* \param gamecontroller the controller to query
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* \param button an axis on the game controller
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* \returns the sfSymbolsName or NULL if the name can't be found
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*
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* \since This function is available since SDL 2.0.18.
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*
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* \sa SDL_GameControllerGetAppleSFSymbolsNameForButton
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*/
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extern DECLSPEC const char* SDLCALL SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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@ -825,3 +825,5 @@
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#define SDL_GetWindowICCProfile SDL_GetWindowICCProfile_REAL
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#define SDL_GetTicks64 SDL_GetTicks64_REAL
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#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_REAL
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#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_REAL
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#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_REAL
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@ -894,3 +894,5 @@ SDL_DYNAPI_PROC(Uint64,SDL_GetTicks64,(void),(),return)
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#ifdef __LINUX__
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SDL_DYNAPI_PROC(int,SDL_LinuxSetThreadPriorityAndPolicy,(Sint64 a, int b, int c),(a,b,c),return)
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#endif
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForButton,(SDL_GameController *a, SDL_GameControllerButton b),(a,b),return)
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SDL_DYNAPI_PROC(const char*,SDL_GameControllerGetAppleSFSymbolsNameForAxis,(SDL_GameController *a, SDL_GameControllerAxis b),(a,b),return)
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@ -652,7 +652,7 @@ IOS_JoystickSetDevicePlayerIndex(int device_index, int player_index)
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}
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static SDL_JoystickGUID
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IOS_JoystickGetDeviceGUID( int device_index )
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IOS_JoystickGetDeviceGUID(int device_index)
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{
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SDL_JoystickDeviceItem *device = GetDeviceForIndex(device_index);
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SDL_JoystickGUID guid;
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@ -1576,8 +1576,7 @@ GetDirectionalPadForController(GCController *controller)
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return nil;
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}
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#endif
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#endif /* SDL_JOYSTICK_MFI && ENABLE_PHYSICAL_INPUT_PROFILE */
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static char elementName[256];
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@ -1585,153 +1584,106 @@ const char *
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SDL_GameControllerGetAppleSFSymbolsNameForButton(SDL_GameController *gamecontroller, SDL_GameControllerButton button)
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{
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elementName[0] = '\0';
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if (!gamecontroller) {
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return elementName;
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}
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if (SDL_GameControllerGetJoystick(gamecontroller)->driver != &SDL_IOS_JoystickDriver) {
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return elementName;
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}
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#if defined(SDL_JOYSTICK_MFI) && defined(ENABLE_PHYSICAL_INPUT_PROFILE)
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if (gamecontroller && SDL_GameControllerGetJoystick(gamecontroller)->driver == &SDL_IOS_JoystickDriver) {
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if (@available(iOS 14.0, tvOS 14.0, macOS 11.0, *)) {
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GCController *controller = SDL_GameControllerGetJoystick(gamecontroller)->hwdata->controller;
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if ([controller respondsToSelector:@selector(physicalInputProfile)]) {
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NSDictionary<NSString *,GCControllerElement *> *elements = controller.physicalInputProfile.elements;
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switch (button)
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{
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case SDL_CONTROLLER_BUTTON_INVALID: {
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break;
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}
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case SDL_CONTROLLER_BUTTON_A: {
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case SDL_CONTROLLER_BUTTON_A:
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GetAppleSFSymbolsNameForElement(elements[GCInputButtonA], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_B: {
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case SDL_CONTROLLER_BUTTON_B:
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GetAppleSFSymbolsNameForElement(elements[GCInputButtonB], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_X: {
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case SDL_CONTROLLER_BUTTON_X:
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GetAppleSFSymbolsNameForElement(elements[GCInputButtonX], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_Y: {
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case SDL_CONTROLLER_BUTTON_Y:
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GetAppleSFSymbolsNameForElement(elements[GCInputButtonY], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_BACK: {
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case SDL_CONTROLLER_BUTTON_BACK:
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GetAppleSFSymbolsNameForElement(elements[GCInputButtonOptions], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_GUIDE: {
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case SDL_CONTROLLER_BUTTON_GUIDE:
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GetAppleSFSymbolsNameForElement(elements[GCInputButtonHome], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_START: {
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case SDL_CONTROLLER_BUTTON_START:
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GetAppleSFSymbolsNameForElement(elements[GCInputButtonMenu], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_LEFTSTICK: {
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case SDL_CONTROLLER_BUTTON_LEFTSTICK:
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GetAppleSFSymbolsNameForElement(elements[GCInputLeftThumbstickButton], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK: {
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case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
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GetAppleSFSymbolsNameForElement(elements[GCInputRightThumbstickButton], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER: {
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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GetAppleSFSymbolsNameForElement(elements[GCInputLeftShoulder], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: {
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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GetAppleSFSymbolsNameForElement(elements[GCInputRightShoulder], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_DPAD_UP: {
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GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
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if (dpad) {
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GetAppleSFSymbolsNameForElement(dpad.up, elementName);
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if (SDL_strlen(elementName) == 0) {
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SDL_strlcpy( elementName, "dpad.up.fill", 255 );
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SDL_strlcpy(elementName, "dpad.up.fill", sizeof(elementName));
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}
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}
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break;
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}
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: {
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GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
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if (dpad) {
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GetAppleSFSymbolsNameForElement(dpad.down, elementName);
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if (SDL_strlen(elementName) == 0) {
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SDL_strlcpy( elementName, "dpad.down.fill", 255 );
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SDL_strlcpy(elementName, "dpad.down.fill", sizeof(elementName));
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}
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}
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break;
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}
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: {
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GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
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if (dpad) {
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GetAppleSFSymbolsNameForElement(dpad.left, elementName);
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if (SDL_strlen(elementName) == 0) {
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SDL_strlcpy( elementName, "dpad.left.fill", 255 );
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SDL_strlcpy(elementName, "dpad.left.fill", sizeof(elementName));
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}
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}
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break;
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}
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: {
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GCControllerDirectionPad * dpad = GetDirectionalPadForController(controller);
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if (dpad) {
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GetAppleSFSymbolsNameForElement(dpad.right, elementName);
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if (SDL_strlen(elementName) == 0) {
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SDL_strlcpy( elementName, "dpad.right.fill", 255 );
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SDL_strlcpy(elementName, "dpad.right.fill", sizeof(elementName));
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}
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}
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break;
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}
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case SDL_CONTROLLER_BUTTON_MISC1: {
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case SDL_CONTROLLER_BUTTON_MISC1:
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GetAppleSFSymbolsNameForElement(elements[GCInputDualShockTouchpadButton], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_PADDLE1: {
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case SDL_CONTROLLER_BUTTON_PADDLE1:
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GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleOne], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_PADDLE2: {
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case SDL_CONTROLLER_BUTTON_PADDLE2:
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GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleTwo], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_PADDLE3: {
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case SDL_CONTROLLER_BUTTON_PADDLE3:
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GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleThree], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_PADDLE4: {
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case SDL_CONTROLLER_BUTTON_PADDLE4:
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GetAppleSFSymbolsNameForElement(elements[GCInputXboxPaddleFour], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_TOUCHPAD: {
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case SDL_CONTROLLER_BUTTON_TOUCHPAD:
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GetAppleSFSymbolsNameForElement(elements[GCInputDualShockTouchpadButton], elementName);
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break;
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}
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case SDL_CONTROLLER_BUTTON_MAX: {
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default:
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break;
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}
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}
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@ -1746,61 +1698,40 @@ const char *
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SDL_GameControllerGetAppleSFSymbolsNameForAxis(SDL_GameController *gamecontroller, SDL_GameControllerAxis axis)
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{
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elementName[0] = '\0';
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if (!gamecontroller) {
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return elementName;
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}
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if (SDL_GameControllerGetJoystick(gamecontroller)->driver != &SDL_IOS_JoystickDriver) {
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return elementName;
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}
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#if defined(SDL_JOYSTICK_MFI) && defined(ENABLE_PHYSICAL_INPUT_PROFILE)
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if (gamecontroller && SDL_GameControllerGetJoystick(gamecontroller)->driver == &SDL_IOS_JoystickDriver) {
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if (@available(iOS 14.0, tvOS 14.0, macOS 11.0, *)) {
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GCController *controller = SDL_GameControllerGetJoystick(gamecontroller)->hwdata->controller;
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if ([controller respondsToSelector:@selector(physicalInputProfile)]) {
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NSDictionary<NSString *,GCControllerElement *> *elements = controller.physicalInputProfile.elements;
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switch (axis)
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{
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case SDL_CONTROLLER_AXIS_INVALID:
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break;
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case SDL_CONTROLLER_AXIS_LEFTX:{
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case SDL_CONTROLLER_AXIS_LEFTX:
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GetAppleSFSymbolsNameForElement(elements[GCInputLeftThumbstick], elementName);
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break;
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}
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case SDL_CONTROLLER_AXIS_LEFTY: {
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case SDL_CONTROLLER_AXIS_LEFTY:
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GetAppleSFSymbolsNameForElement(elements[GCInputLeftThumbstick], elementName);
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break;
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}
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case SDL_CONTROLLER_AXIS_RIGHTX: {
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case SDL_CONTROLLER_AXIS_RIGHTX:
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GetAppleSFSymbolsNameForElement(elements[GCInputRightThumbstick], elementName);
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break;
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}
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case SDL_CONTROLLER_AXIS_RIGHTY: {
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case SDL_CONTROLLER_AXIS_RIGHTY:
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GetAppleSFSymbolsNameForElement(elements[GCInputRightThumbstick], elementName);
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break;
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}
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT: {
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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GetAppleSFSymbolsNameForElement(elements[GCInputLeftTrigger], elementName);
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break;
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}
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT: {
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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GetAppleSFSymbolsNameForElement(elements[GCInputRightTrigger], elementName);
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break;
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}
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case SDL_CONTROLLER_AXIS_MAX: {
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default:
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break;
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}
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}
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}
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}
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#endif
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return elementName;
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return *elementName ? elementName : NULL;
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}
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