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@@ -398,6 +398,8 @@ static void GAMEINPUT_UpdatePowerInfo(SDL_Joystick *joystick, IGameInputDevice *
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SDL_SendJoystickPowerInfo(joystick, state, percent);
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}
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+#ifdef IGameInput_RegisterSystemButtonCallback
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+
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static void CALLBACK GAMEINPUT_InternalSystemButtonCallback(
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_In_ GameInputCallbackToken callbackToken,
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_In_ void * context,
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@@ -423,6 +425,8 @@ static void CALLBACK GAMEINPUT_InternalSystemButtonCallback(
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}
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}
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+#endif // IGameInput_RegisterSystemButtonCallback
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+
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static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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{
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GAMEINPUT_InternalDevice *elem = GAMEINPUT_InternalFindByIndex(device_index);
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@@ -446,6 +450,7 @@ static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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joystick->nbuttons = 11;
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joystick->nhats = 1;
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+#ifdef IGameInput_RegisterSystemButtonCallback
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if (info->supportedSystemButtons != GameInputSystemButtonNone) {
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if (info->supportedSystemButtons & GameInputSystemButtonShare) {
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++joystick->nbuttons;
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@@ -457,6 +462,7 @@ static int GAMEINPUT_JoystickOpen(SDL_Joystick *joystick, int device_index)
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#endif
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IGameInput_RegisterSystemButtonCallback(g_pGameInput, elem->device, (GameInputSystemButtonGuide | GameInputSystemButtonShare), joystick, GAMEINPUT_InternalSystemButtonCallback, &hwdata->system_button_callback_token);
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}
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+#endif // IGameInput_RegisterSystemButtonCallback
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} else {
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joystick->naxes = info->controllerAxisCount;
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joystick->nbuttons = info->controllerButtonCount;
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@@ -705,6 +711,7 @@ static SDL_bool GAMEINPUT_JoystickGetGamepadMapping(int device_index, SDL_Gamepa
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out->back.kind = EMappingKind_Button;
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out->back.target = SDL_GAMEPAD_BUTTON_BACK;
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+#ifdef IGameInput_RegisterSystemButtonCallback
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if (elem->info->supportedSystemButtons & GameInputSystemButtonGuide) {
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out->guide.kind = EMappingKind_Button;
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out->guide.target = SDL_GAMEPAD_BUTTON_GUIDE;
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@@ -714,6 +721,7 @@ static SDL_bool GAMEINPUT_JoystickGetGamepadMapping(int device_index, SDL_Gamepa
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out->misc1.kind = EMappingKind_Button;
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out->misc1.target = SDL_GAMEPAD_BUTTON_GAMEINPUT_SHARE;
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}
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+#endif
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out->start.kind = EMappingKind_Button;
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out->start.target = SDL_GAMEPAD_BUTTON_START;
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