mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2025-01-18 07:05:39 +00:00
Added joystick identification support for those who have multiple joysticks.
If you'd like to use this, please remove ~/.emulationstation/es_input.cfg and reconfigure.
This commit is contained in:
parent
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commit
f87b6c48d7
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@ -1,3 +1,8 @@
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September 14
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-Joystick names are now saved during input configuration to es_input.cfg.
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-When loading an input config, if JOYNAME is defined, load the first joystick with that name. If it is not present, load the first joystick (old behavior).
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-Joysticks should re-initialize properly with SDL on the desktop configuration.
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September 10
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-Fixed multiple extensions breaking things.
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-Added Makefile.x86 for building on a desktop (acquire OpenGL context through SDL instead of EGL).
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@ -190,6 +190,8 @@ void InputManager::loadConfig()
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std::ifstream file(path.c_str());
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std::string joystickName = "";
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while(file.good())
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{
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std::string line;
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@ -208,12 +210,17 @@ void InputManager::loadConfig()
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while(std::getline(stream, token[tokNum], ' '))
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{
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if(tokNum >= 3)
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{
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std::cerr << "Error - input config line \"" << line << "\" has more than three tokens!\n";
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return;
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}
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tokNum++;
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//JOYNAME can have spaces
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if(tokNum == 1 && token[0] == "JOYNAME")
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{
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std::getline(stream, token[1]);
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break;
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}
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if(tokNum >= 3)
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break;
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}
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@ -226,6 +233,9 @@ void InputManager::loadConfig()
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}else if(token[0] == "AXISNEG")
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{
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joystickAxisNegMap[atoi(token[1].c_str())] = (InputButton)atoi(token[2].c_str());
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}else if(token[0] == "JOYNAME")
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{
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joystickName = token[1];
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}else{
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std::cerr << "Invalid input type - " << token[0] << "\n";
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return;
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@ -233,9 +243,23 @@ void InputManager::loadConfig()
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}
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//if any joystick is plugged in
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if(SDL_NumJoysticks() > 0)
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{
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SDL_JoystickOpen(0);
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if(!joystickName.empty())
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{
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for(int i = 0; i < SDL_NumJoysticks(); i++)
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{
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if(strcmp(SDL_JoystickName(i), joystickName.c_str()) == 0)
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{
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std::cout << "opening joystick " << joystickName << "\n";
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SDL_JoystickOpen(i);
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break;
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}
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}
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}else{
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SDL_JoystickOpen(0); //if we don't have a specific joystick in mind, take the first
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}
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}
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}
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@ -4,6 +4,7 @@
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#include GLHEADER
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#include "Font.h"
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#include <SDL/SDL.h>
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#include "InputManager.h"
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namespace Renderer
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{
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@ -34,6 +35,9 @@ namespace Renderer
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return false;
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}
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//we need to reload input too since SDL shut down
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InputManager::loadConfig();
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//usually display width/height are not specified, i.e. zero, which SDL automatically takes as "native resolution"
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//so, since other things rely on the size of the screen (damn currently unnormalized coordinate system), we set it here
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//even though the system was already initialized
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@ -23,7 +23,7 @@ GuiInputConfig::GuiInputConfig()
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mDone = true;
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return;
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}else{
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std::cout << "Opening joystick \"" << SDL_JoystickName(0) << "\"\n";
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std::cout << "Opening joystick \"" << SDL_JoystickName(0) << "\" for configuration...\n";
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mJoystick = SDL_JoystickOpen(0);
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}
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}
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@ -44,10 +44,11 @@ void GuiInputConfig::onRender()
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Renderer::drawCenteredText("POV hats (some D-Pads) are automatically mapped to directions.", 0, height, 0x000000);
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Renderer::drawCenteredText("You can press a keyboard key to skip any input.", 0, height * 2, 0x000000);
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Renderer::drawCenteredText("If you want to remap later, just delete ~/.es_input.cfg.", 0, height * 3, 0x000000);
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Renderer::drawCenteredText("This interface only configures the first joystick plugged in.", 0, height * 4, 0x000000);
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Renderer::drawCenteredText("Remember - you'll need to set up your emulator separately!", 0, Renderer::getScreenHeight() - height, 0x000000);
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if(mDone)
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Renderer::drawCenteredText("All done! Press a keyboard key to continue.", 0, height * 5, 0x00BB00);
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Renderer::drawCenteredText("All done! Press a keyboard key to save.", 0, height * 5, 0x00BB00);
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else
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Renderer::drawCenteredText("Please press the axis/button for " + sInputs[mInputNum], 0, height * 5, 0x00C000);
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}
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@ -116,6 +117,9 @@ void GuiInputConfig::writeConfig()
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std::ofstream file(path.c_str());
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if(SDL_JoystickName(0))
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file << "JOYNAME " << SDL_JoystickName(0) << "\n";
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typedef std::map<int, InputManager::InputButton>::iterator it_type;
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for(it_type iter = mButtonMap.begin(); iter != mButtonMap.end(); iter++)
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{
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