input: rename "action_x" button handles to "face_x"

This commit is contained in:
rdb 2018-09-16 14:50:00 +02:00
parent e30b597926
commit 8d8c5a546d
7 changed files with 57 additions and 58 deletions

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@ -906,10 +906,10 @@ map_button(int code, DeviceClass device_class) {
if (device_class == DC_gamepad) {
// Based on "Jess Tech Colour Rumble Pad"
static const ButtonHandle mapping[] = {
GamepadButton::action_x(),
GamepadButton::action_y(),
GamepadButton::action_a(),
GamepadButton::action_b(),
GamepadButton::face_x(),
GamepadButton::face_y(),
GamepadButton::face_a(),
GamepadButton::face_b(),
GamepadButton::lshoulder(),
GamepadButton::ltrigger(),
GamepadButton::rshoulder(),
@ -929,22 +929,22 @@ map_button(int code, DeviceClass device_class) {
switch (code) {
case BTN_A:
return GamepadButton::action_a();
return GamepadButton::face_a();
case BTN_B:
return GamepadButton::action_b();
return GamepadButton::face_b();
case BTN_C:
return GamepadButton::action_c();
return GamepadButton::face_c();
case BTN_X:
return GamepadButton::action_x();
return GamepadButton::face_x();
case BTN_Y:
return GamepadButton::action_y();
return GamepadButton::face_y();
case BTN_Z:
return GamepadButton::action_z();
return GamepadButton::face_z();
case BTN_TL:
return GamepadButton::lshoulder();
@ -959,10 +959,10 @@ map_button(int code, DeviceClass device_class) {
return GamepadButton::rtrigger();
case BTN_1:
return GamepadButton::action_1();
return GamepadButton::face_1();
case BTN_2:
return GamepadButton::action_2();
return GamepadButton::face_2();
case BTN_SELECT:
case KEY_PREVIOUS:

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@ -632,10 +632,10 @@ parse_element(IOHIDElementRef element) {
// SNES-style USB gamepad
static const ButtonHandle gamepad_buttons[] = {
ButtonHandle::none(),
GamepadButton::action_x(),
GamepadButton::action_a(),
GamepadButton::action_b(),
GamepadButton::action_y(),
GamepadButton::face_x(),
GamepadButton::face_a(),
GamepadButton::face_b(),
GamepadButton::face_y(),
GamepadButton::lshoulder(),
GamepadButton::rshoulder(),
ButtonHandle::none(),
@ -651,10 +651,10 @@ parse_element(IOHIDElementRef element) {
// driver. I don't know if other drivers do the same thing at all.
static const ButtonHandle gamepad_buttons[] = {
ButtonHandle::none(),
GamepadButton::action_a(),
GamepadButton::action_b(),
GamepadButton::action_x(),
GamepadButton::action_y(),
GamepadButton::face_a(),
GamepadButton::face_b(),
GamepadButton::face_x(),
GamepadButton::face_y(),
GamepadButton::lshoulder(),
GamepadButton::rshoulder(),
GamepadButton::lstick(),

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@ -134,7 +134,7 @@ open_device() {
device_cat.debug() << "Unmapped /dev/input/js" << _index
<< " button " << (int)i << ": 0x" << std::hex << btnmap[i] << "\n";
}
} else if (handle == GamepadButton::action_a()) {
} else if (handle == GamepadButton::face_a()) {
_device_class = DC_gamepad;
} else if (handle == GamepadButton::trigger()) {
_device_class = DC_flight_stick;

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@ -332,10 +332,10 @@ on_arrival(HANDLE handle, const RID_DEVICE_INFO &info, std::string name) {
// Do we have a button mapping?
static const ButtonHandle gamepad_buttons_common[] = {
ButtonHandle::none(),
GamepadButton::action_a(),
GamepadButton::action_b(),
GamepadButton::action_x(),
GamepadButton::action_y(),
GamepadButton::face_a(),
GamepadButton::face_b(),
GamepadButton::face_x(),
GamepadButton::face_y(),
GamepadButton::lshoulder(),
GamepadButton::rshoulder(),
GamepadButton::start(),
@ -348,10 +348,10 @@ on_arrival(HANDLE handle, const RID_DEVICE_INFO &info, std::string name) {
// SNES-style USB gamepad
static const ButtonHandle gamepad_buttons_snes[] = {
ButtonHandle::none(),
GamepadButton::action_x(),
GamepadButton::action_a(),
GamepadButton::action_b(),
GamepadButton::action_y(),
GamepadButton::face_x(),
GamepadButton::face_a(),
GamepadButton::face_b(),
GamepadButton::face_y(),
GamepadButton::lshoulder(),
GamepadButton::rshoulder(),
ButtonHandle::none(),

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@ -386,11 +386,10 @@ init_device(const XINPUT_CAPABILITIES_EX &caps, const XINPUT_STATE &state) {
set_button_map(8, GamepadButton::lshoulder());
set_button_map(9, GamepadButton::rshoulder());
set_button_map(10, GamepadButton::guide());
set_button_map(11, GamepadButton::action_a());
set_button_map(12, GamepadButton::action_b());
set_button_map(13, GamepadButton::action_x());
set_button_map(14, GamepadButton::action_y());
set_button_map(11, GamepadButton::face_a());
set_button_map(12, GamepadButton::face_b());
set_button_map(13, GamepadButton::face_x());
set_button_map(14, GamepadButton::face_y());
if (caps.Vibration.wLeftMotorSpeed != 0 ||
caps.Vibration.wRightMotorSpeed != 0) {

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@ -37,15 +37,15 @@ DEFINE_GAMEPAD_BUTTON_HANDLE(start)
DEFINE_GAMEPAD_BUTTON_HANDLE(next)
DEFINE_GAMEPAD_BUTTON_HANDLE(previous)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_a)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_b)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_c)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_x)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_y)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_z)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_a)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_b)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_c)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_x)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_y)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_z)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_1)
DEFINE_GAMEPAD_BUTTON_HANDLE(action_2)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_1)
DEFINE_GAMEPAD_BUTTON_HANDLE(face_2)
DEFINE_GAMEPAD_BUTTON_HANDLE(trigger)
DEFINE_GAMEPAD_BUTTON_HANDLE(hat_up)
@ -100,15 +100,15 @@ init_gamepad_buttons() {
ButtonRegistry::ptr()->register_button(_next, "next");
ButtonRegistry::ptr()->register_button(_previous, "previous");
ButtonRegistry::ptr()->register_button(_action_a, "action_a");
ButtonRegistry::ptr()->register_button(_action_b, "action_b");
ButtonRegistry::ptr()->register_button(_action_c, "action_c");
ButtonRegistry::ptr()->register_button(_action_x, "action_x");
ButtonRegistry::ptr()->register_button(_action_y, "action_y");
ButtonRegistry::ptr()->register_button(_action_z, "action_z");
ButtonRegistry::ptr()->register_button(_face_a, "face_a");
ButtonRegistry::ptr()->register_button(_face_b, "face_b");
ButtonRegistry::ptr()->register_button(_face_c, "face_c");
ButtonRegistry::ptr()->register_button(_face_x, "face_x");
ButtonRegistry::ptr()->register_button(_face_y, "face_y");
ButtonRegistry::ptr()->register_button(_face_z, "face_z");
ButtonRegistry::ptr()->register_button(_action_1, "action_1");
ButtonRegistry::ptr()->register_button(_action_2, "action_2");
ButtonRegistry::ptr()->register_button(_face_1, "face_1");
ButtonRegistry::ptr()->register_button(_face_2, "face_2");
ButtonRegistry::ptr()->register_button(_trigger, "trigger");
ButtonRegistry::ptr()->register_button(_hat_up, "hat_up");

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@ -43,15 +43,15 @@ PUBLISHED:
static ButtonHandle next();
static ButtonHandle previous();
static ButtonHandle action_a();
static ButtonHandle action_b();
static ButtonHandle action_c();
static ButtonHandle action_x();
static ButtonHandle action_y();
static ButtonHandle action_z();
static ButtonHandle face_a();
static ButtonHandle face_b();
static ButtonHandle face_c();
static ButtonHandle face_x();
static ButtonHandle face_y();
static ButtonHandle face_z();
static ButtonHandle action_1();
static ButtonHandle action_2();
static ButtonHandle face_1();
static ButtonHandle face_2();
// Flight stick buttons, takes zero-based index. First is always trigger.
static ButtonHandle trigger();