Slightly adjusts button mappings for compatibility with SDL game controller database

This commit is contained in:
Mason Remaley 2024-07-05 22:11:59 -07:00
parent 6836e650bc
commit 9ae058b208

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@ -190,7 +190,10 @@ static GLFWbool openJoystickDevice(const char* path)
int axisCount = 0, buttonCount = 0, hatCount = 0; int axisCount = 0, buttonCount = 0, hatCount = 0;
for (int code = BTN_MISC; code < KEY_CNT; code++) // This loop should stop at KEY_CNT instead of KEY_MAX. However, we are
// terminating the loop one iteration early to maintain compatibility with
// the SDL gamepad mappings.
for (int code = BTN_JOYSTICK; code < KEY_MAX; code++)
{ {
if (!isBitSet(code, keyBits)) if (!isBitSet(code, keyBits))
continue; continue;
@ -199,7 +202,11 @@ static GLFWbool openJoystickDevice(const char* path)
buttonCount++; buttonCount++;
} }
for (int code = 0; code < BTN_MISC; code++) // Originally, this range was not mapped, but some controllers now output
// these values. Appending them to the end of the list maintains both
// backwards compatibility with older versions of GLFW, and with the SDL
// gamepad mappings.
for (int code = 0; code < BTN_JOYSTICK; code++)
{ {
if (!isBitSet(code, keyBits)) if (!isBitSet(code, keyBits))
continue; continue;