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mirror of https://github.com/k4zmu2a/SpaceCadetPinball.git synced 2024-11-24 11:42:30 +01:00

Added SDL game controller DB.

Issue #202.
This commit is contained in:
Muzychenko Andrey 2024-02-28 08:16:36 +03:00
parent 73262ae207
commit 52126feb40
5 changed files with 1363 additions and 0 deletions

File diff suppressed because it is too large Load Diff

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@ -5,4 +5,6 @@ class EmbeddedData
{
public:
static const char PB_MSGFT_bin_compressed_data_base85[5380 + 1];
static const unsigned int SDL_GameControllerDB_compressed_data[63392 / 4];
static const unsigned int SDL_GameControllerDB_compressed_size;
};

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@ -2884,6 +2884,7 @@ struct ImFontAtlas
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
// Compressed base85 is useful for more than embedded TTF
static char* DecompressCompressedBase85Data(const char* compressed_data_base85); // 'compressed_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
static char* DecompressCompressedStbData(const unsigned int* compressed_data_stb, unsigned int compressed_data_size, unsigned int& decompressed_size);
};
// Font runtime data and rendering

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@ -4180,4 +4180,12 @@ char* ImFontAtlas::DecompressCompressedBase85Data(const char* compressed_data_ba
return (char*)buf_decompressed_data;
}
char* ImFontAtlas::DecompressCompressedStbData(const unsigned int* compressed_data_stb, unsigned int compressed_data_size, unsigned int& decompressed_size)
{
decompressed_size = stb_decompress_length((const unsigned char*)compressed_data_stb);
unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(decompressed_size);
stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_data_stb, (unsigned int)compressed_data_size);
return (char*)buf_decompressed_data;
}
#endif // #ifndef IMGUI_DISABLE

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@ -2,6 +2,7 @@
#include "winmain.h"
#include "control.h"
#include "EmbeddedData.h"
#include "fullscrn.h"
#include "midi.h"
#include "options.h"
@ -131,6 +132,23 @@ int winmain::WinMain(LPCSTR lpCmdLine)
mixOpened = true;
}
{
// Load SDL Game Controller definitions from DB
unsigned decompressedSize{};
const auto controllerDb = ImFontAtlas::DecompressCompressedStbData(
EmbeddedData::SDL_GameControllerDB_compressed_data,
EmbeddedData::SDL_GameControllerDB_compressed_size,
decompressedSize);
auto rw = SDL_RWFromMem(controllerDb, decompressedSize);
const auto added = SDL_GameControllerAddMappingsFromRW(rw, 1);
IM_FREE(controllerDb);
if (added < 0)
{
printf("Could not load game controller DB.\nSDL Error: %s\n", SDL_GetError());
SDL_ClearError();
}
}
auto resetAllOptions = strstr(lpCmdLine, "-reset") != nullptr;
do
{