Add special button to gamepad mapping and rename to reflect that it's a map of the standard HTML5 button layout, not anything XInput-specific

This commit is contained in:
Cameron Gutman 2016-02-16 15:49:59 -05:00
parent fe0120ca16
commit 5577587718

View File

@ -4,16 +4,17 @@
#include <Limelight.h>
static const unsigned short k_XInputButtonMapping[] = {
static const unsigned short k_StandardGamepadButtonMapping[] = {
A_FLAG, B_FLAG, X_FLAG, Y_FLAG,
LB_FLAG, RB_FLAG,
0, 0, // Triggers
BACK_FLAG, PLAY_FLAG,
LS_CLK_FLAG, RS_CLK_FLAG,
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG
UP_FLAG, DOWN_FLAG, LEFT_FLAG, RIGHT_FLAG,
SPECIAL_FLAG
};
static const unsigned int k_XInputTriggerButtonIndexes[] = {
static const unsigned int k_StandardGamepadTriggerButtonIndexes[] = {
6, 7
};
@ -44,21 +45,21 @@ void MoonlightInstance::PollGamepads() {
// Handle buttons and triggers
for (unsigned int i = 0; i < padData.buttons_length; i++) {
if (i >= sizeof(k_XInputButtonMapping) / sizeof(k_XInputButtonMapping[0])) {
if (i >= sizeof(k_StandardGamepadButtonMapping) / sizeof(k_StandardGamepadButtonMapping[0])) {
// Ignore unmapped buttons
break;
}
// Handle triggers first
if (i == k_XInputTriggerButtonIndexes[0]) {
if (i == k_StandardGamepadTriggerButtonIndexes[0]) {
leftTrigger = padData.buttons[i] * 0xFF;
}
else if (i == k_XInputTriggerButtonIndexes[1]) {
else if (i == k_StandardGamepadTriggerButtonIndexes[1]) {
rightTrigger = padData.buttons[i] * 0xFF;
}
// Now normal buttons
else if (padData.buttons[i] > 0.5f) {
buttonFlags |= k_XInputButtonMapping[i];
buttonFlags |= k_StandardGamepadButtonMapping[i];
}
}