mirror of https://github.com/mgba-emu/mgba.git
SDL: Only use scancodes with SDL2
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@ -24,6 +24,7 @@ bool GBASDLInitEvents(struct GBASDLEvents* context) {
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SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
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#endif
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_X, GBA_KEY_A);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_Z, GBA_KEY_B);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_A, GBA_KEY_L);
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@ -34,6 +35,18 @@ bool GBASDLInitEvents(struct GBASDLEvents* context) {
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_DOWN, GBA_KEY_DOWN);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_LEFT, GBA_KEY_LEFT);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDL_SCANCODE_RIGHT, GBA_KEY_RIGHT);
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#else
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_x, GBA_KEY_A);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_z, GBA_KEY_B);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_a, GBA_KEY_L);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_s, GBA_KEY_R);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RETURN, GBA_KEY_START);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_BACKSPACE, GBA_KEY_SELECT);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_UP, GBA_KEY_UP);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_DOWN, GBA_KEY_DOWN);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_LEFT, GBA_KEY_LEFT);
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GBAInputBindKey(context->bindings, SDL_BINDING_KEY, SDLK_RIGHT, GBA_KEY_RIGHT);
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#endif
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GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 13, GBA_KEY_A);
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GBAInputBindKey(context->bindings, SDL_BINDING_BUTTON, 14, GBA_KEY_B);
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@ -67,7 +80,11 @@ static void _pauseAfterFrame(struct GBAThread* context) {
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static void _GBASDLHandleKeypress(struct GBAThread* context, struct GBASDLEvents* sdlContext, const struct SDL_KeyboardEvent* event) {
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enum GBAKey key = GBA_KEY_NONE;
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if (!event->keysym.mod) {
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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key = GBAInputMapKey(&context->inputMap, SDL_BINDING_KEY, event->keysym.scancode);
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#else
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key = GBAInputMapKey(&context->inputMap, SDL_BINDING_KEY, event->keysym.sym);
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#endif
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}
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if (key != GBA_KEY_NONE) {
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if (event->type == SDL_KEYDOWN) {
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