Fix function being redefined
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995ab1c84d
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555b4e1766
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@ -1035,7 +1035,7 @@ void I_GetJoystickEvents(void)
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*/
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*/
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static int joy_open2(int joyindex)
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static int joy_open(int joyindex)
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{
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{
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SDL_Joystick *newdev = NULL;
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SDL_Joystick *newdev = NULL;
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int num_joy = 0;
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int num_joy = 0;
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@ -1069,48 +1069,48 @@ static int joy_open2(int joyindex)
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// 4. Unplug Controller B -> Index 0 inactive, Index 1 closed
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// 4. Unplug Controller B -> Index 0 inactive, Index 1 closed
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// 5. Plug Controller B -> Index 0 opened
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// 5. Plug Controller B -> Index 0 opened
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// 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B
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// 6. Plug Controller A -> Index 0 REPLACED, opened as Controller A; Index 1 is now Controller B
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if (JoyInfo2.dev)
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if (JoyInfo.dev)
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{
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{
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if (JoyInfo2.dev == newdev // same device, nothing to do
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if (JoyInfo.dev == newdev // same device, nothing to do
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|| (newdev == NULL && SDL_JoystickGetAttached(JoyInfo2.dev))) // we failed, but already have a working device
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|| (newdev == NULL && SDL_JoystickGetAttached(JoyInfo.dev))) // we failed, but already have a working device
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return JoyInfo.axises;
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return JoyInfo.axises;
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// Else, we're changing devices, so send neutral joy events
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// Else, we're changing devices, so send neutral joy events
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CONS_Debug(DBG_GAMELOGIC, "Joystick2 device is changing; resetting events...\n");
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CONS_Debug(DBG_GAMELOGIC, "Joystick1 device is changing; resetting events...\n");
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I_ShutdownJoystick2();
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I_ShutdownJoystick();
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}
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}
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JoyInfo2.dev = newdev;
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JoyInfo.dev = newdev;
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if (JoyInfo2.dev == NULL)
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if (JoyInfo.dev == NULL)
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{
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{
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CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: couldn't open device - %s\n"), SDL_GetError());
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CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: Couldn't open device - %s\n"), SDL_GetError());
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return -1;
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return -1;
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}
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}
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else
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else
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{
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{
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CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick2: %s\n"), SDL_JoystickName(JoyInfo2.dev));
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CONS_Debug(DBG_GAMELOGIC, M_GetText("Joystick1: %s\n"), SDL_JoystickName(JoyInfo.dev));
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JoyInfo2.axises = SDL_JoystickNumAxes(JoyInfo2.dev);
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JoyInfo.axises = SDL_JoystickNumAxes(JoyInfo.dev);
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if (JoyInfo2.axises > JOYAXISSET*2)
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if (JoyInfo.axises > JOYAXISSET*2)
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JoyInfo2.axises = JOYAXISSET*2;
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JoyInfo.axises = JOYAXISSET*2;
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/* if (joyaxes<2)
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/* if (joyaxes<2)
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{
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{
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I_OutputMsg("Not enought axes?\n");
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I_OutputMsg("Not enought axes?\n");
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return 0;
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return 0;
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}*/
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}*/
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JoyInfo2.buttons = SDL_JoystickNumButtons(JoyInfo2.dev);
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JoyInfo.buttons = SDL_JoystickNumButtons(JoyInfo.dev);
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if (JoyInfo2.buttons > JOYBUTTONS)
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if (JoyInfo.buttons > JOYBUTTONS)
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JoyInfo2.buttons = JOYBUTTONS;
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JoyInfo.buttons = JOYBUTTONS;
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JoyInfo2.hats = SDL_JoystickNumHats(JoyInfo2.dev);
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JoyInfo.hats = SDL_JoystickNumHats(JoyInfo.dev);
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if (JoyInfo2.hats > JOYHATS)
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if (JoyInfo.hats > JOYHATS)
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JoyInfo2.hats = JOYHATS;
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JoyInfo.hats = JOYHATS;
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JoyInfo2.balls = SDL_JoystickNumBalls(JoyInfo2.dev);
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JoyInfo.balls = SDL_JoystickNumBalls(JoyInfo.dev);
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//Joystick.bGamepadStyle = !stricmp(SDL_JoystickName(JoyInfo2.dev), "pad");
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//Joystick.bGamepadStyle = !stricmp(SDL_JoystickName(JoyInfo.dev), "pad");
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return JoyInfo2.axises;
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return JoyInfo.axises;
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}
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}
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}
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}
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