Bump execversion to 10, remap xbox controls to SDL

This commit is contained in:
Eidolon 2022-08-23 19:48:42 -05:00
parent 5412be76e8
commit 08a218a3a1
4 changed files with 109 additions and 37 deletions

View file

@ -1875,6 +1875,45 @@ static boolean CV_FilterJoyAxisVars(consvar_t *v, const char *valstr)
return true;
}
// Block the Xbox DInput default axes and reset to the current defaults
static boolean CV_FilterJoyAxisVars2(consvar_t *v, const char *valstr)
{
if (!stricmp(v->name, "joyaxis_turn") && !stricmp(valstr, "X-Axis"))
return false;
if (!stricmp(v->name, "joyaxis2_turn") && !stricmp(valstr, "X-Axis"))
return false;
if (!stricmp(v->name, "joyaxis3_turn") && !stricmp(valstr, "X-Axis"))
return false;
if (!stricmp(v->name, "joyaxis4_turn") && !stricmp(valstr, "X-Axis"))
return false;
if (!stricmp(v->name, "joyaxis_aim") && !stricmp(valstr, "Y-Axis"))
return false;
if (!stricmp(v->name, "joyaxis2_aim") && !stricmp(valstr, "Y-Axis"))
return false;
if (!stricmp(v->name, "joyaxis3_aim") && !stricmp(valstr, "Y-Axis"))
return false;
if (!stricmp(v->name, "joyaxis4_aim") && !stricmp(valstr, "Y-Axis"))
return false;
if (!stricmp(v->name, "joyaxis_fire") && !stricmp(valstr, "None"))
return false;
if (!stricmp(v->name, "joyaxis2_fire") && !stricmp(valstr, "None"))
return false;
if (!stricmp(v->name, "joyaxis3_fire") && !stricmp(valstr, "None"))
return false;
if (!stricmp(v->name, "joyaxis4_fire") && !stricmp(valstr, "None"))
return false;
if (!stricmp(v->name, "joyaxis_drift") && !stricmp(valstr, "None"))
return false;
if (!stricmp(v->name, "joyaxis2_drift") && !stricmp(valstr, "None"))
return false;
if (!stricmp(v->name, "joyaxis3_drift") && !stricmp(valstr, "None"))
return false;
if (!stricmp(v->name, "joyaxis4_drift") && !stricmp(valstr, "None"))
return false;
return true;
}
static boolean CV_FilterVarByVersion(consvar_t *v, const char *valstr)
{
// True means allow the CV change, False means block it
@ -1908,6 +1947,13 @@ static boolean CV_FilterVarByVersion(consvar_t *v, const char *valstr)
return false;
}
if (GETMAJOREXECVERSION(cv_execversion.value) < 10) // 10 = 1.6
{
// axis defaults changed again to SDL game controllers
if (!CV_FilterJoyAxisVars2(v, valstr))
return false;
}
return true;
}

View file

@ -204,7 +204,7 @@ extern char logfilename[1024];
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 9
#define MODVERSION 10
// Filter consvars by version
// To version config.cfg, MAJOREXECVERSION is set equal to MODVERSION automatically.

View file

@ -491,8 +491,8 @@ consvar_t cv_moveaxis = {"joyaxis_move", "None", CV_SAVE, joyaxis_cons_t, NULL,
consvar_t cv_brakeaxis = {"joyaxis_brake", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_aimaxis = {"joyaxis_aim", "Left Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lookaxis = {"joyaxis_look", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis = {"joyaxis_fire", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis = {"joyaxis_drift", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis = {"joyaxis_fire", "L Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis = {"joyaxis_drift", "R Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_xdeadzone = {"joy_xdeadzone", "0.3", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ydeadzone = {"joy_ydeadzone", "0.5", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -501,8 +501,8 @@ consvar_t cv_moveaxis2 = {"joyaxis2_move", "None", CV_SAVE, joyaxis_cons_t, NULL
consvar_t cv_brakeaxis2 = {"joyaxis2_brake", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_aimaxis2 = {"joyaxis2_aim", "Left Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lookaxis2 = {"joyaxis2_look", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis2 = {"joyaxis2_fire", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis2 = {"joyaxis2_drift", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis2 = {"joyaxis2_fire", "L Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis2 = {"joyaxis2_drift", "R Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_xdeadzone2 = {"joy2_xdeadzone", "0.3", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ydeadzone2 = {"joy2_ydeadzone", "0.5", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -511,8 +511,8 @@ consvar_t cv_moveaxis3 = {"joyaxis3_move", "None", CV_SAVE, joyaxis_cons_t, NULL
consvar_t cv_brakeaxis3 = {"joyaxis3_brake", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_aimaxis3 = {"joyaxis3_aim", "Left Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lookaxis3 = {"joyaxis3_look", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis3 = {"joyaxis3_fire", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis3 = {"joyaxis3_drift", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis3 = {"joyaxis3_fire", "L Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis3 = {"joyaxis3_drift", "R Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_xdeadzone3 = {"joy3_xdeadzone", "0.3", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ydeadzone3 = {"joy3_ydeadzone", "0.5", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -521,8 +521,8 @@ consvar_t cv_moveaxis4 = {"joyaxis4_move", "None", CV_SAVE, joyaxis_cons_t, NULL
consvar_t cv_brakeaxis4 = {"joyaxis4_brake", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_aimaxis4 = {"joyaxis4_aim", "Left Y", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_lookaxis4 = {"joyaxis4_look", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis4 = {"joyaxis4_fire", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis4 = {"joyaxis4_drift", "None", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_fireaxis4 = {"joyaxis4_fire", "L Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_driftaxis4 = {"joyaxis4_drift", "R Trigger", CV_SAVE, joyaxis_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_xdeadzone4 = {"joy4_xdeadzone", "0.3", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_ydeadzone4 = {"joy4_ydeadzone", "0.5", CV_FLOAT|CV_SAVE, deadzone_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};

View file

@ -1308,8 +1308,8 @@ void G_Controldefault(UINT8 player)
gamecontrol[gc_accelerate ][1] = KEY_JOY1+0; // A
gamecontrol[gc_lookback ][1] = KEY_JOY1+2; // X
gamecontrol[gc_brake ][1] = KEY_JOY1+1; // B
gamecontrol[gc_fire ][1] = KEY_JOY1+4; // LB
gamecontrol[gc_drift ][1] = KEY_JOY1+5; // RB
gamecontrol[gc_fire ][1] = KEY_JOY1+9; // LB
gamecontrol[gc_drift ][1] = KEY_JOY1+10; // RB
// Extra controls
gamecontrol[gc_pause ][0] = KEY_PAUSE;
@ -1328,8 +1328,8 @@ void G_Controldefault(UINT8 player)
gamecontrol[gc_camtoggle ][0] = KEY_BACKSPACE;
gamecontrol[gc_viewpoint ][1] = KEY_JOY1+3; // Y
gamecontrol[gc_pause ][1] = KEY_JOY1+6; // Back
gamecontrol[gc_systemmenu ][0] = KEY_JOY1+7; // Start
gamecontrol[gc_pause ][1] = KEY_JOY1+4; // Back
gamecontrol[gc_systemmenu ][0] = KEY_JOY1+6; // Start
//gamecontrol[gc_camtoggle ][1] = KEY_HAT1+0; // D-Pad Up
//gamecontrol[gc_screenshot ][1] = KEY_HAT1+1; // D-Pad Down // absolutely fucking NOT
gamecontrol[gc_talkkey ][1] = KEY_HAT1+1; // D-Pad Down
@ -1342,8 +1342,8 @@ void G_Controldefault(UINT8 player)
gamecontrolbis[gc_accelerate ][0] = KEY_2JOY1+0; // A
gamecontrolbis[gc_lookback ][0] = KEY_2JOY1+2; // X
gamecontrolbis[gc_brake ][0] = KEY_2JOY1+1; // B
gamecontrolbis[gc_fire ][0] = KEY_2JOY1+4; // LB
gamecontrolbis[gc_drift ][0] = KEY_2JOY1+5; // RB
gamecontrolbis[gc_fire ][0] = KEY_2JOY1+9; // LB
gamecontrolbis[gc_drift ][0] = KEY_2JOY1+10; // RB
}
if (player == 0 || player == 3)
@ -1352,8 +1352,8 @@ void G_Controldefault(UINT8 player)
gamecontrol3[gc_accelerate ][0] = KEY_3JOY1+0; // A
gamecontrol3[gc_lookback ][0] = KEY_3JOY1+2; // X
gamecontrol3[gc_brake ][0] = KEY_3JOY1+1; // B
gamecontrol3[gc_fire ][0] = KEY_3JOY1+4; // LB
gamecontrol3[gc_drift ][0] = KEY_3JOY1+5; // RB
gamecontrol3[gc_fire ][0] = KEY_3JOY1+9; // LB
gamecontrol3[gc_drift ][0] = KEY_3JOY1+10; // RB
}
if (player == 0 || player == 4)
@ -1362,8 +1362,8 @@ void G_Controldefault(UINT8 player)
gamecontrol4[gc_accelerate ][0] = KEY_4JOY1+0; // A
gamecontrol4[gc_lookback ][0] = KEY_4JOY1+2; // X
gamecontrol4[gc_brake ][0] = KEY_4JOY1+1; // B
gamecontrol4[gc_fire ][0] = KEY_4JOY1+4; // LB
gamecontrol4[gc_drift ][0] = KEY_4JOY1+5; // RB
gamecontrol4[gc_fire ][0] = KEY_4JOY1+9; // LB
gamecontrol4[gc_drift ][0] = KEY_4JOY1+10; // RB
}
}
@ -1452,25 +1452,51 @@ INT32 G_CheckDoubleUsage(INT32 keynum, boolean modify)
static INT32 G_FilterKeyByVersion(INT32 numctrl, INT32 keyidx, INT32 player, INT32 *keynum1, INT32 *keynum2, boolean *nestedoverride)
{
// Special case: ignore KEY_PAUSE because it's hardcoded
if (keyidx == 0 && *keynum1 == KEY_PAUSE)
{
if (*keynum2 != KEY_PAUSE)
{
*keynum1 = *keynum2; // shift down keynum2 and continue
*keynum2 = 0;
}
else
return -1; // skip setting control
}
else if (keyidx == 1 && *keynum2 == KEY_PAUSE)
return -1; // skip setting control
#if 1
// We don't have changed control defaults yet
(void)numctrl;
(void)player;
#if 1 // SRB2Kart filters/migrations
(void)nestedoverride;
// Migration: 1.6 (majorexec 10) Joystick Defaults changed to use SDL Game Controllers
if (GETMAJOREXECVERSION(cv_execversion.value) < 10)
{
INT32 joybuttonbase = KEY_JOY1;
switch (player)
{
case 0:
joybuttonbase = KEY_JOY1;
break;
case 1:
joybuttonbase = KEY_2JOY1;
break;
case 2:
joybuttonbase = KEY_3JOY1;
break;
case 3:
joybuttonbase = KEY_4JOY1;
break;
}
// The face buttons match, so we don't need to rebind those.
if (keyidx == 1 && numctrl == gc_fire && *keynum2 == joybuttonbase + 4) // Xbox DInput LB
{
*keynum2 = joybuttonbase + 9; // SDL LEFTSHOULDER
}
if (keyidx == 1 && numctrl == gc_drift && *keynum2 == joybuttonbase + 5) // Xbox DInput RB
{
*keynum2 = joybuttonbase + 10; // SDL RIGHTSHOULDER
}
// Pause and Systemmenu are only bound for P1
if (keyidx == 1 && player == 0 && numctrl == gc_pause && *keynum2 == joybuttonbase + 6) // Xbox DInput Back
{
*keynum2 = joybuttonbase + 4; // SDL BACK
}
if (keyidx == 0 && player == 0 && numctrl == gc_systemmenu && *keynum1 == joybuttonbase + 7) // Xbox DInput Start
{
*keynum1 = joybuttonbase + 6; // SDL START
}
}
#else
#if !defined (DC) && !defined (_PSP) && !defined (GP2X) && !defined (_NDS) && !defined(WMINPUT) && !defined(_WII)
if (GETMAJOREXECVERSION(cv_execversion.value) < 27 && ( // v2.1.22