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https://github.com/k4zmu2a/SpaceCadetPinball.git
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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>
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@ -1,4 +1,4 @@
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cmake_minimum_required(VERSION 3.16)
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cmake_minimum_required(VERSION 3.0)
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project(SpaceCadetPinball)
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set(CMAKE_CXX_STANDARD 11)
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@ -191,10 +191,13 @@ set_source_files_properties(
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SpaceCadetPinball/imgui_impl_sdl.cpp
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PROPERTIES SKIP_PRECOMPILE_HEADERS 1
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)
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target_precompile_headers(SpaceCadetPinball
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PUBLIC
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SpaceCadetPinball/pch.h
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)
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if(${CMAKE_VERSION} VERSION_GREATER "3.16.0" OR ${CMAKE_VERSION} VERSION_EQUAL "3.16.0")
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target_precompile_headers(SpaceCadetPinball
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PUBLIC
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SpaceCadetPinball/pch.h
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)
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endif()
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target_link_libraries(SpaceCadetPinball ${SDL2_LIBRARY} ${SDL2_MIXER_LIBRARY})
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@ -8,7 +8,11 @@ int* Sound::TimeStamps = nullptr;
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bool Sound::Init(int channels, bool enableFlag)
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{
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#if SDL_MIXER_VERSION_ATLEAST(2, 0, 3)
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Mix_Init(MIX_INIT_MID);
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#else
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Mix_Init(MIX_INIT_FLUIDSYNTH);
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#endif
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auto result = Mix_OpenAudio(MIX_DEFAULT_FREQUENCY, MIX_DEFAULT_FORMAT, 2, 1024);
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SetChannels(channels);
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Enable(enableFlag);
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@ -741,6 +741,69 @@ int winmain::event_handler(const SDL_Event* event)
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default: ;
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}
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break;
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case SDL_JOYDEVICEADDED:
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if (SDL_IsGameController(event->jdevice.which))
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{
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SDL_GameControllerOpen(event->jdevice.which);
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}
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break;
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case SDL_JOYDEVICEREMOVED:
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{
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SDL_GameController *controller = SDL_GameControllerFromInstanceID(event->jdevice.which);
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if (controller)
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{
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SDL_GameControllerClose(controller);
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}
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}
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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switch (event->cbutton.button)
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{
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case SDL_CONTROLLER_BUTTON_A:
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pb::keydown(Options.Key.Plunger);
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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pb::keydown(Options.Key.LeftFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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pb::keydown(Options.Key.RightFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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pb::keydown(Options.Key.LeftTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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pb::keydown(Options.Key.RightTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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pb::keydown(Options.Key.BottomTableBump);
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break;
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default: ;
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}
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break;
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case SDL_CONTROLLERBUTTONUP:
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switch (event->cbutton.button)
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{
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case SDL_CONTROLLER_BUTTON_A:
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pb::keyup(Options.Key.Plunger);
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break;
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case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
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pb::keyup(Options.Key.LeftFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
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pb::keyup(Options.Key.RightFlipper);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
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pb::keyup(Options.Key.LeftTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
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pb::keyup(Options.Key.RightTableBump);
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break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
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pb::keyup(Options.Key.BottomTableBump);
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break;
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default: ;
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}
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break;
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default: ;
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}
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