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Work around SDL issues in Joystick:getGamepadMapping with XInput controllers (issue #1239).
This doesn’t fix the underlying issues in SDL so there may be other aspects of love.joystick which are still affected. --HG-- branch : minor
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@@ -114,69 +114,6 @@ int w_setGamepadMapping(lua_State *L)
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return 1;
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}
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int w_getGamepadMapping(lua_State *L)
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{
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std::string guid;
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// Accept either a GUID string or a Joystick object. This way we can re-use
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// the function for Joystick:getGamepadMapping.
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if (lua_type(L, 1) == LUA_TSTRING)
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guid = luax_checkstring(L, 1);
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else
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{
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Joystick *stick = luax_checkjoystick(L, 1);
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guid = stick->getGUID();
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}
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const char *gpbindstr = luaL_checkstring(L, 2);
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Joystick::GamepadInput gpinput;
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if (Joystick::getConstant(gpbindstr, gpinput.axis))
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gpinput.type = Joystick::INPUT_TYPE_AXIS;
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else if (Joystick::getConstant(gpbindstr, gpinput.button))
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gpinput.type = Joystick::INPUT_TYPE_BUTTON;
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else
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return luaL_error(L, "Invalid gamepad axis/button: %s", gpbindstr);
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Joystick::JoystickInput jinput;
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jinput.type = Joystick::INPUT_TYPE_MAX_ENUM;
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luax_catchexcept(L, [&](){ jinput = instance()->getGamepadMapping(guid, gpinput); });
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if (jinput.type == Joystick::INPUT_TYPE_MAX_ENUM)
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return 0;
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const char *inputtypestr;
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if (!Joystick::getConstant(jinput.type, inputtypestr))
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return luaL_error(L, "Unknown joystick input type.");
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lua_pushstring(L, inputtypestr);
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const char *hatstr;
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switch (jinput.type)
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{
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case Joystick::INPUT_TYPE_AXIS:
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lua_pushinteger(L, jinput.axis + 1);
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return 2;
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case Joystick::INPUT_TYPE_BUTTON:
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lua_pushinteger(L, jinput.button + 1);
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return 2;
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case Joystick::INPUT_TYPE_HAT:
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lua_pushinteger(L, jinput.hat.index + 1);
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if (Joystick::getConstant(jinput.hat.value, hatstr))
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{
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lua_pushstring(L, hatstr);
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return 3;
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}
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else
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return luaL_error(L, "Unknown joystick hat.");
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default:
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break; // ?
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}
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return 1;
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}
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int w_loadGamepadMappings(lua_State *L)
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{
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bool isfile = true;
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@@ -229,7 +166,6 @@ static const luaL_Reg functions[] =
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{ "getJoysticks", w_getJoysticks },
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{ "getJoystickCount", w_getJoystickCount },
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{ "setGamepadMapping", w_setGamepadMapping },
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{ "getGamepadMapping", w_getGamepadMapping },
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{ "loadGamepadMappings", w_loadGamepadMappings },
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{ "saveGamepadMappings", w_saveGamepadMappings },
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{ 0, 0 }
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