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https://github.com/yquake2/yquake2remaster.git
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Remove support for older SDL version in the SDL 3 input backend.
SDL 3 is a fresh start, no need to support older versions.
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1 changed files with 0 additions and 27 deletions
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@ -174,22 +174,9 @@ static float gyro_accum[3];
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static cvar_t *gyro_calibration_x;
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static cvar_t *gyro_calibration_x;
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static cvar_t *gyro_calibration_y;
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static cvar_t *gyro_calibration_y;
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static cvar_t *gyro_calibration_z;
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static cvar_t *gyro_calibration_z;
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#if SDL_VERSION_ATLEAST(2, 0, 14) // support for controller sensors (gyro, accelerometer)
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static unsigned int num_samples;
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static unsigned int num_samples;
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#define NATIVE_SDL_GYRO // uses SDL_CONTROLLERSENSORUPDATE to read gyro
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#define NATIVE_SDL_GYRO // uses SDL_CONTROLLERSENSORUPDATE to read gyro
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#else // for SDL < 2.0.14, gyro can be read as a "secondary joystick" exposed by dkms-hid-nintendo
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static unsigned int num_samples[3];
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static SDL_Joystick *imu_joystick = NULL; // gyro "joystick"
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#define IMU_JOY_AXIS_GYRO_ROLL 3
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#define IMU_JOY_AXIS_GYRO_PITCH 4
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#define IMU_JOY_AXIS_GYRO_YAW 5
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#endif
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// To ignore SDL_JOYDEVICEADDED at game init. Allows for hot plugging of game controller afterwards.
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// To ignore SDL_JOYDEVICEADDED at game init. Allows for hot plugging of game controller afterwards.
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static qboolean first_init = true;
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static qboolean first_init = true;
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@ -895,7 +882,6 @@ IN_Update(void)
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}
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}
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break;
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break;
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#if SDL_VERSION_ATLEAST(2, 24, 0) // support for battery status changes
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case SDL_EVENT_JOYSTICK_BATTERY_UPDATED :
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case SDL_EVENT_JOYSTICK_BATTERY_UPDATED :
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if (!controller || event.jbattery.which != SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(controller)))
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if (!controller || event.jbattery.which != SDL_GetJoystickInstanceID(SDL_GetGamepadJoystick(controller)))
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{
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{
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@ -910,7 +896,6 @@ IN_Update(void)
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SCR_CenterPrint("ALERT: Gamepad battery almost Empty.\n");
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SCR_CenterPrint("ALERT: Gamepad battery almost Empty.\n");
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}
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}
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break;
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break;
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#endif // SDL_VERSION_ATLEAST(2, 24, 0)
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case SDL_EVENT_QUIT :
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case SDL_EVENT_QUIT :
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Com_Quit();
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Com_Quit();
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@ -1987,7 +1972,6 @@ Controller_Rumble(const char *name, vec3_t source, qboolean from_player,
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// Com_Printf("%-29s: vol %5u - %4u ms - dp %.3f l %5.0f h %5.0f\n",
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// Com_Printf("%-29s: vol %5u - %4u ms - dp %.3f l %5.0f h %5.0f\n",
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// name, effect_volume, duration, dist_prop, low_freq, hi_freq);
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// name, effect_volume, duration, dist_prop, low_freq, hi_freq);
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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if (SDL_RumbleGamepad(controller, low_freq, hi_freq, duration) == -1)
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if (SDL_RumbleGamepad(controller, low_freq, hi_freq, duration) == -1)
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{
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{
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if (!joystick_haptic)
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if (!joystick_haptic)
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@ -1999,7 +1983,6 @@ Controller_Rumble(const char *name, vec3_t source, qboolean from_player,
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/* All haptic/force feedback slots are busy, try to clean up little bit. */
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/* All haptic/force feedback slots are busy, try to clean up little bit. */
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IN_Haptic_Effects_Shutdown();
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IN_Haptic_Effects_Shutdown();
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}
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}
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#endif
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}
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}
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/*
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/*
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@ -2199,12 +2182,8 @@ IN_Controller_Init(qboolean notify_user)
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&& !SDL_SetGamepadSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE) )
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&& !SDL_SetGamepadSensorEnabled(controller, SDL_SENSOR_GYRO, SDL_TRUE) )
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{
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{
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show_gyro = true;
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show_gyro = true;
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#if SDL_VERSION_ATLEAST(2, 0, 16)
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Com_Printf( "Gyro sensor enabled at %.2f Hz\n",
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Com_Printf( "Gyro sensor enabled at %.2f Hz\n",
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SDL_GetGamepadSensorDataRate(controller, SDL_SENSOR_GYRO) );
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SDL_GetGamepadSensorDataRate(controller, SDL_SENSOR_GYRO) );
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#else
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Com_Printf( "Gyro sensor enabled.\n" );
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#endif // #if SDL_VERSION_ATLEAST(2, 0, 16)
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}
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}
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else
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else
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{
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{
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@ -2235,14 +2214,8 @@ IN_Controller_Init(qboolean notify_user)
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show_haptic = true;
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show_haptic = true;
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}
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}
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#if SDL_VERSION_ATLEAST(2, 0, 18) // support for query on features from controller
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SDL_bool hasRumble = SDL_GetBooleanProperty(SDL_GetGamepadProperties(controller), SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, SDL_FALSE);
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SDL_bool hasRumble = SDL_GetBooleanProperty(SDL_GetGamepadProperties(controller), SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN, SDL_FALSE);
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if (hasRumble)
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if (hasRumble)
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#elif SDL_VERSION_ATLEAST(2, 0, 9) // support for rumble
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if (SDL_GameControllerRumble(controller, 1, 1, 1) == 0)
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#else // no rumble support on SDL < 2.0.9
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if (false)
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#endif
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{
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{
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show_haptic = true;
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show_haptic = true;
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Com_Printf("Rumble support available.\n");
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Com_Printf("Rumble support available.\n");
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