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Load gamecontrollerdb.txt for SDL2 joy mappings
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2 changed files with 14 additions and 3 deletions
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@ -117,7 +117,7 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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during gameplay and released otherwise (in menu, videos, console or if
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game is paused).
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**in_sdlbackbutton**: Defines which button is used in the gamepad or
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* **in_sdlbackbutton**: Defines which button is used in the gamepad or
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joystick as the `Esc` key, that is, to be able to access the menu
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and 'cancel'/'go back' on its options. When set to `0` (the default)
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the Back/Select/Minus button is used. Set this to `1` to use the
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@ -1201,7 +1201,9 @@ Haptic_Feedback(char *name, int effect_volume, int effect_duration,
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void
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IN_Init(void)
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{
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static cvar_t *in_sdlbackbutton;
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cvar_t *in_sdlbackbutton;
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int nummappings;
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char controllerdb[MAX_OSPATH] = {0};
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Com_Printf("------- input initialization -------\n");
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mouse_x = mouse_y = 0;
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@ -1279,7 +1281,16 @@ IN_Init(void)
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{
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Com_Printf ("%i joysticks were found.\n", SDL_NumJoysticks());
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if (SDL_NumJoysticks() > 0) {
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if (SDL_NumJoysticks() > 0)
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{
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for (const char* rawPath = FS_GetNextRawPath(NULL); rawPath != NULL; rawPath = FS_GetNextRawPath(rawPath))
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{
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snprintf(controllerdb, MAX_OSPATH, "%s/%s", rawPath, "gamecontrollerdb.txt");
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nummappings = SDL_GameControllerAddMappingsFromFile(controllerdb);
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if (nummappings > 0)
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Com_Printf ("%d mappings loaded from gamecontrollerdb.txt\n", nummappings);
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}
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for (int i = 0; i < SDL_NumJoysticks(); i++) {
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joystick = SDL_JoystickOpen(i);
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