dingusppc/main_sdl.cpp
Keith Kaisershot d23f21b391 sdl: handle gamepad events
Add new GamepadButton enum with bits corresponding to AppleJack button bits.
Both the AppleJack controller and the SDL GameController coincidentally define
one d-pad, two shoulder buttons, four face buttons, and three system buttons.
This makes mapping modern game controllers to the AppleJack straightforward.
2024-10-06 23:28:05 -07:00

56 lines
1.5 KiB
C++

/*
DingusPPC - The Experimental PowerPC Macintosh emulator
Copyright (C) 2018-23 divingkatae and maximum
(theweirdo) spatium
(Contact divingkatae#1017 or powermax#2286 on Discord for more info)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
/** @file SDL-specific main functions. */
#include <main.h>
#include <loguru.hpp>
#include <SDL.h>
#ifdef __APPLE__
extern "C" void remap_appkit_menu_shortcuts();
#endif
bool init() {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER)) {
LOG_F(ERROR, "SDL_Init error: %s", SDL_GetError());
return false;
}
int num_joysticks = SDL_NumJoysticks();
for (int i = 0; i < num_joysticks; ++i) {
if (SDL_IsGameController(i)) {
SDL_GameControllerOpen(i); /* only support one controller for now */
break;
}
}
#ifdef __APPLE__
remap_appkit_menu_shortcuts();
#endif
return true;
}
void cleanup() {
SDL_Quit();
}