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@@ -293,7 +293,7 @@ int GetGamepadImageElementAt(GamepadImage *ctx, float x, float y)
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if (ctx->showing_front) {
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for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
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- const int element = SDL_GAMEPAD_BUTTON_MAX + i;
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+ const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
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SDL_FRect rect;
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if (element == SDL_GAMEPAD_ELEMENT_AXIS_LEFT_TRIGGER ||
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@@ -431,7 +431,7 @@ void UpdateGamepadImageFromGamepad(GamepadImage *ctx, SDL_Gamepad *gamepad)
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SetGamepadImageElement(ctx, button, SDL_GetGamepadButton(gamepad, button));
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}
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- for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
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+ for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
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const SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GetGamepadAxis(gamepad, axis);
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@@ -553,7 +553,7 @@ void RenderGamepadImage(GamepadImage *ctx)
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if (ctx->showing_front) {
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for (i = 0; i < SDL_arraysize(axis_positions); ++i) {
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- const int element = SDL_GAMEPAD_BUTTON_MAX + i;
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+ const int element = SDL_GAMEPAD_BUTTON_COUNT + i;
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if (ctx->elements[element]) {
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const double angle = axis_positions[i].angle;
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dst.w = ctx->axis_width;
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@@ -676,7 +676,7 @@ static const char *gamepad_button_names[] = {
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"Misc5",
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"Misc6",
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};
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-SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_MAX);
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+SDL_COMPILE_TIME_ASSERT(gamepad_button_names, SDL_arraysize(gamepad_button_names) == SDL_GAMEPAD_BUTTON_COUNT);
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static const char *gamepad_axis_names[] = {
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"LeftX",
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@@ -686,7 +686,7 @@ static const char *gamepad_axis_names[] = {
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"Left Trigger",
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"Right Trigger",
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};
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-SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_MAX);
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+SDL_COMPILE_TIME_ASSERT(gamepad_axis_names, SDL_arraysize(gamepad_axis_names) == SDL_GAMEPAD_AXIS_COUNT);
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struct GamepadDisplay
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{
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@@ -915,7 +915,7 @@ int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float
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rect.w = ctx->area.w - (margin * 2);
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rect.h = ctx->button_height;
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- for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
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+ for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
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SDL_GamepadButton button = (SDL_GamepadButton)i;
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if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
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@@ -931,7 +931,7 @@ int GetGamepadDisplayElementAt(GamepadDisplay *ctx, SDL_Gamepad *gamepad, float
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rect.y += ctx->button_height + 2.0f;
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}
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- for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
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+ for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
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SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
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SDL_FRect area;
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@@ -1033,7 +1033,7 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
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x = ctx->area.x + margin;
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y = ctx->area.y + margin;
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- for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
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+ for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
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SDL_GamepadButton button = (SDL_GamepadButton)i;
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if (ctx->display_mode == CONTROLLER_MODE_TESTING &&
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@@ -1072,7 +1072,7 @@ void RenderGamepadDisplay(GamepadDisplay *ctx, SDL_Gamepad *gamepad)
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y += ctx->button_height + 2.0f;
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}
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- for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
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+ for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
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SDL_GamepadAxis axis = (SDL_GamepadAxis)i;
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SDL_bool has_negative = (axis != SDL_GAMEPAD_AXIS_LEFT_TRIGGER && axis != SDL_GAMEPAD_AXIS_RIGHT_TRIGGER);
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Sint16 value;
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@@ -1376,7 +1376,7 @@ int GetGamepadTypeDisplayAt(GamepadTypeDisplay *ctx, float x, float y)
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x = ctx->area.x + margin;
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y = ctx->area.y + margin;
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- for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_MAX; ++i) {
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+ for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
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highlight.x = x;
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highlight.y = y;
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highlight.w = ctx->area.w - (margin * 2);
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@@ -1430,7 +1430,7 @@ void RenderGamepadTypeDisplay(GamepadTypeDisplay *ctx)
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x = ctx->area.x + margin;
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y = ctx->area.y + margin;
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- for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_MAX; ++i) {
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+ for (i = SDL_GAMEPAD_TYPE_UNKNOWN; i < SDL_GAMEPAD_TYPE_COUNT; ++i) {
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highlight.x = x;
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highlight.y = y;
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highlight.w = ctx->area.w - (margin * 2);
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@@ -2662,14 +2662,14 @@ SDL_bool MappingHasBindings(const char *mapping)
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}
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SplitMapping(mapping, &parts);
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- for (i = 0; i < SDL_GAMEPAD_BUTTON_MAX; ++i) {
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+ for (i = 0; i < SDL_GAMEPAD_BUTTON_COUNT; ++i) {
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if (FindMappingKey(&parts, SDL_GetGamepadStringForButton((SDL_GamepadButton)i)) >= 0) {
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result = SDL_TRUE;
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break;
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}
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}
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if (!result) {
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- for (i = 0; i < SDL_GAMEPAD_AXIS_MAX; ++i) {
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+ for (i = 0; i < SDL_GAMEPAD_AXIS_COUNT; ++i) {
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if (FindMappingKey(&parts, SDL_GetGamepadStringForAxis((SDL_GamepadAxis)i)) >= 0) {
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result = SDL_TRUE;
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break;
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@@ -2795,7 +2795,7 @@ char *SetMappingType(char *mapping, SDL_GamepadType type)
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static const char *GetElementKey(int element)
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{
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- if (element < SDL_GAMEPAD_BUTTON_MAX) {
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+ if (element < SDL_GAMEPAD_BUTTON_COUNT) {
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return SDL_GetGamepadStringForButton((SDL_GamepadButton)element);
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} else {
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static char key[16];
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