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Add keys for SDL 2.0.14's new gamepad buttons
This fixes the additional buttons triggering binds for ioq3 left and right joystick direction keys.
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3 changed files with 22 additions and 1 deletions
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@ -316,6 +316,13 @@ keyname_t keynames[] =
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{"PAD0_LEFTTRIGGER", K_PAD0_LEFTTRIGGER },
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{"PAD0_RIGHTTRIGGER", K_PAD0_RIGHTTRIGGER },
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{"PAD0_MISC1", K_PAD0_MISC1 },
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{"PAD0_PADDLE1", K_PAD0_PADDLE1 },
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{"PAD0_PADDLE2", K_PAD0_PADDLE2 },
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{"PAD0_PADDLE3", K_PAD0_PADDLE3 },
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{"PAD0_PADDLE4", K_PAD0_PADDLE4 },
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{"PAD0_TOUCHPAD", K_PAD0_TOUCHPAD },
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{NULL,0}
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};
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@ -290,6 +290,13 @@ typedef enum {
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K_PAD0_LEFTTRIGGER,
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K_PAD0_RIGHTTRIGGER,
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K_PAD0_MISC1, /* Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button */
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K_PAD0_PADDLE1, /* Xbox Elite paddle P1 */
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K_PAD0_PADDLE2, /* Xbox Elite paddle P3 */
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K_PAD0_PADDLE3, /* Xbox Elite paddle P2 */
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K_PAD0_PADDLE4, /* Xbox Elite paddle P4 */
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K_PAD0_TOUCHPAD, /* PS4/PS5 touchpad button */
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// Pseudo-key that brings the console down
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K_CONSOLE,
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@ -657,7 +657,14 @@ static void IN_GamepadMove( void )
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qboolean pressed = SDL_GameControllerGetButton(gamepad, SDL_CONTROLLER_BUTTON_A + i);
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if (pressed != stick_state.buttons[i])
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{
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Com_QueueEvent(in_eventTime, SE_KEY, K_PAD0_A + i, pressed, 0, NULL);
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#if SDL_VERSION_ATLEAST( 2, 0, 14 )
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if ( i >= SDL_CONTROLLER_BUTTON_MISC1 ) {
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Com_QueueEvent(in_eventTime, SE_KEY, K_PAD0_MISC1 + i - SDL_CONTROLLER_BUTTON_MISC1, pressed, 0, NULL);
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} else
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#endif
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{
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Com_QueueEvent(in_eventTime, SE_KEY, K_PAD0_A + i, pressed, 0, NULL);
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}
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stick_state.buttons[i] = pressed;
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}
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}
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