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Compatibility and game controller patches (#42)

* Compatibility for old CMake versions (3.0)
Compatibility for SDL Mixer 2.0.1
Basic controller support: LB, RB for flippers, A for plunger, DPAD for table bump

* Update SpaceCadetPinball/Sound.cpp

Co-authored-by: Muzychenko Andrey <33288308+k4zmu2a@users.noreply.github.com>
This commit is contained in:
Mariotaku 2021-10-17 13:52:05 +09:00 committed by GitHub
parent a7e3503e2c
commit f56abf0596
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 75 additions and 5 deletions

View File

@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.16) cmake_minimum_required(VERSION 3.0)
project(SpaceCadetPinball) project(SpaceCadetPinball)
set(CMAKE_CXX_STANDARD 11) set(CMAKE_CXX_STANDARD 11)
@ -191,10 +191,13 @@ set_source_files_properties(
SpaceCadetPinball/imgui_impl_sdl.cpp SpaceCadetPinball/imgui_impl_sdl.cpp
PROPERTIES SKIP_PRECOMPILE_HEADERS 1 PROPERTIES SKIP_PRECOMPILE_HEADERS 1
) )
target_precompile_headers(SpaceCadetPinball
PUBLIC if(${CMAKE_VERSION} VERSION_GREATER "3.16.0" OR ${CMAKE_VERSION} VERSION_EQUAL "3.16.0")
SpaceCadetPinball/pch.h target_precompile_headers(SpaceCadetPinball
) PUBLIC
SpaceCadetPinball/pch.h
)
endif()
target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY}) target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY})

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@ -8,7 +8,11 @@ int* Sound::TimeStamps = nullptr;
bool Sound::Init(int channels, bool enableFlag) bool Sound::Init(int channels, bool enableFlag)
{ {
#if SDL_MIXER_VERSION_ATLEAST(2, 0, 3)
Mix_Init(MIX_INIT_MID); Mix_Init(MIX_INIT_MID);
#else
Mix_Init(MIX_INIT_FLUIDSYNTH);
#endif
auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024); auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024);
SetChannels(channels); SetChannels(channels);
Enable(enableFlag); Enable(enableFlag);

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@ -741,6 +741,69 @@ int winmain::event_handler(const SDL_Event* event)
default: ; default: ;
} }
break; break;
case SDL_JOYDEVICEADDED:
if (SDL_IsGameController(event->jdevice.which))
{
SDL_GameControllerOpen(event->jdevice.which);
}
break;
case SDL_JOYDEVICEREMOVED:
{
SDL_GameController *controller = SDL_GameControllerFromInstanceID(event->jdevice.which);
if (controller)
{
SDL_GameControllerClose(controller);
}
}
break;
case SDL_CONTROLLERBUTTONDOWN:
switch (event->cbutton.button)
{
case SDL_CONTROLLER_BUTTON_A:
pb::keydown(Options.Key.Plunger);
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
pb::keydown(Options.Key.LeftFlipper);
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
pb::keydown(Options.Key.RightFlipper);
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
pb::keydown(Options.Key.LeftTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
pb::keydown(Options.Key.RightTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
pb::keydown(Options.Key.BottomTableBump);
break;
default: ;
}
break;
case SDL_CONTROLLERBUTTONUP:
switch (event->cbutton.button)
{
case SDL_CONTROLLER_BUTTON_A:
pb::keyup(Options.Key.Plunger);
break;
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
pb::keyup(Options.Key.LeftFlipper);
break;
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
pb::keyup(Options.Key.RightFlipper);
break;
case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
pb::keyup(Options.Key.LeftTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
pb::keyup(Options.Key.RightTableBump);
break;
case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
pb::keyup(Options.Key.BottomTableBump);
break;
default: ;
}
break;
default: ; default: ;
} }