static qboolean vid_usingvsync = false;
#endif
static SDL_Joystick *vid_sdljoystick = NULL;
+#if SDL_MAJOR_VERSION == 2
+static SDL_GameController *vid_sdl2gamecontroller = NULL;
+static cvar_t joy_sdl2_trigger_deadzone = {CVAR_SAVE, "joy_sdl2_trigger_deadzone", "0.5", "deadzone for triggers to be registered as key presses"};
+#endif
// GAME_STEELSTORM specific
static cvar_t *steelstorm_showing_map = NULL; // detect but do not create the cvar
static cvar_t *steelstorm_showing_mousecursor = NULL; // detect but do not create the cvar
{
SDL_Joystick *joy = vid_sdljoystick;
int j;
- int numaxes;
- int numbuttons;
- numaxes = SDL_JoystickNumAxes(joy);
- for (j = 0;j < numaxes;j++)
- joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
- numbuttons = SDL_JoystickNumButtons(joy);
- for (j = 0;j < numbuttons;j++)
- joystate->button[j] = SDL_JoystickGetButton(joy, j);
+#if SDL_MAJOR_VERSION == 2
+ if (vid_sdl2gamecontroller)
+ {
+ for (j = 0; j <= SDL_CONTROLLER_AXIS_MAX; ++j)
+ {
+ joystate->axis[j] = SDL_GameControllerGetAxis(vid_sdl2gamecontroller, j) * (1.0f / 32767.0f);
+ }
+ for (j = 0; j < SDL_CONTROLLER_BUTTON_MAX; ++j)
+ joystate->button[j] = SDL_GameControllerGetButton(vid_sdl2gamecontroller, j);
+ // emulate joy buttons for trigger "axes"
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ joystate->button[SDL_CONTROLLER_BUTTON_MAX+1] = VID_JoyState_GetAxis(joystate, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, joy_sdl2_trigger_deadzone.value) > 0.0f;
+ }
+ else
+#endif
+ {
+ int numaxes;
+ int numbuttons;
+ numaxes = SDL_JoystickNumAxes(joy);
+ for (j = 0;j < numaxes;j++)
+ joystate->axis[j] = SDL_JoystickGetAxis(joy, j) * (1.0f / 32767.0f);
+ numbuttons = SDL_JoystickNumButtons(joy);
+ for (j = 0;j < numbuttons;j++)
+ joystate->button[j] = SDL_JoystickGetButton(joy, j);
+ }
}
VID_Shared_BuildJoyState_Finish(joystate);
#ifdef DP_MOBILETOUCH
Cvar_SetValueQuick(&vid_touchscreen, 1);
#endif
+#if SDL_MAJOR_VERSION == 2
+ Cvar_RegisterVariable(&joy_sdl2_trigger_deadzone);
+#endif
#ifdef SDL_R_RESTART
R_RegisterModule("SDL", sdl_start, sdl_shutdown, sdl_newmap, NULL, NULL);
if (SDL_Init(SDL_INIT_VIDEO) < 0)
Sys_Error ("Failed to init SDL video subsystem: %s", SDL_GetError());
vid_sdl_initjoysticksystem = SDL_InitSubSystem(SDL_INIT_JOYSTICK) >= 0;
- if (vid_sdl_initjoysticksystem)
+ if (!vid_sdl_initjoysticksystem)
Con_Printf("Failed to init SDL joystick subsystem: %s\n", SDL_GetError());
vid_isfullscreen = false;
}
// close SDL joystick if active
if (vid_sdljoystick)
SDL_JoystickClose(vid_sdljoystick);
+ if (vid_sdl2gamecontroller)
+ SDL_GameControllerClose(vid_sdl2gamecontroller);
vid_sdljoystick = NULL;
if (sdlindex >= 0)
{
const char *joystickname = SDL_JoystickName(sdlindex);
#else
const char *joystickname = SDL_JoystickName(vid_sdljoystick);
+ if (SDL_IsGameController(vid_sdljoystickindex))
+ {
+ vid_sdl2gamecontroller = SDL_GameControllerOpen(vid_sdljoystickindex);
+ Con_Printf("Using SDL2 GameController mappings for Joystick %i\n", index);
+ }
#endif
Con_Printf("Joystick %i opened (SDL_Joystick %i is \"%s\" with %i axes, %i buttons, %i balls)\n", index, sdlindex, joystickname, (int)SDL_JoystickNumAxes(vid_sdljoystick), (int)SDL_JoystickNumButtons(vid_sdljoystick), (int)SDL_JoystickNumBalls(vid_sdljoystick));
}