Added code to escape keyboard gamepad bindings if the key name interferes with the config file syntax. Fixes save/load of comma key gamepad bindings. For issue #443

This commit is contained in:
mjbudd77 2022-01-08 06:37:55 -05:00
parent 94eab8f8ef
commit 97e509b8ef
1 changed files with 22 additions and 1 deletions

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@ -282,6 +282,10 @@ int nesGamePadMap_t::parseMapping(const char *map)
while ((map[i] != 0) && (map[i] != ',')) while ((map[i] != 0) && (map[i] != ','))
{ {
if ( map[i] == '\\' )
{ // next character should be interpretted literally
i++;
}
val[k][j] = map[i]; val[k][j] = map[i];
i++; i++;
j++; j++;
@ -924,7 +928,24 @@ int GamePad_t::saveCurrentMapToFile(const char *name)
{ {
if (bmap[c][i].ButtType == BUTTC_KEYBOARD) if (bmap[c][i].ButtType == BUTTC_KEYBOARD)
{ {
sprintf(stmp, "k%s", SDL_GetKeyName(bmap[c][i].ButtonNum)); int j=0,k=0; const char *keyName;
keyName = SDL_GetKeyName(bmap[c][i].ButtonNum);
stmp[k] = 'k'; k++;
// Write keyname in with necessary escape characters.
while ( keyName[j] != 0 )
{
if ( (keyName[j] == '\\') || (keyName[j] == ',') )
{
stmp[k] = '\\'; k++;
}
stmp[k] = keyName[j]; k++; j++;
}
stmp[k] = 0;
//sprintf(stmp, "k%s", SDL_GetKeyName(bmap[c][i].ButtonNum));
} }
else else
{ {