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path: root/emulators/ppsspp/files/extra-patch-old-joy
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The patch reverts SDL_GameController API usage from:

https://github.com/hrydgard/ppsspp/commit/67425d7d477d
https://github.com/hrydgard/ppsspp/commit/db2cc49e0dd1
https://github.com/hrydgard/ppsspp/commit/e4a0a3cea3bc
https://github.com/hrydgard/ppsspp/commit/182b9e0fdae3
https://github.com/hrydgard/ppsspp/commit/d6b81236626f
https://github.com/hrydgard/ppsspp/commit/b058b987ad0f
https://github.com/hrydgard/ppsspp/commit/1b699363ca4d
https://github.com/hrydgard/ppsspp/commit/ac0052c6af92

--- SDL/SDLJoystick.cpp.orig	2017-10-04 19:26:40 UTC
+++ SDL/SDLJoystick.cpp
@@ -1,13 +1,8 @@
 #include "SDL/SDLJoystick.h"
 #include "Core/Config.h"
-#include "Common/FileUtil.h"
-#include "file/vfs.h"
 
 #include <iostream>
-#include <string>
 
-using namespace std;
-
 static int SDLJoystickEventHandlerWrapper(void* userdata, SDL_Event* event)
 {
 	static_cast<SDLJoystick *>(userdata)->ProcessInput(*event);
@@ -17,79 +12,30 @@ static int SDLJoystickEventHandlerWrapper(void* userda
 SDLJoystick::SDLJoystick(bool init_SDL ) : registeredAsEventHandler(false) {
 	SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
 	if (init_SDL) {
-		SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER);
+		SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_VIDEO);
 	}
 
-	const char *dbPath = "gamecontrollerdb.txt";
-	cout << "loading control pad mappings from " << dbPath << ": ";
-
-	size_t size;
-	u8 *mappingData = VFSReadFile(dbPath, &size);
-	if (mappingData) {
-		SDL_RWops *rw = SDL_RWFromConstMem(mappingData, size);
-		// 1 to free the rw after use
-		if (SDL_GameControllerAddMappingsFromRW(rw, 1) == -1) {
-			cout << "Failed to read mapping data - corrupt?" << endl;
-		}
-		delete[] mappingData;
-	} else {
-		cout << "gamecontrollerdb.txt missing" << endl;
-	}
-	cout << "SUCCESS!" << endl;
-	setUpControllers();
-}
-
-void SDLJoystick::setUpControllers() {
 	int numjoys = SDL_NumJoysticks();
+	SDL_JoystickEventState(SDL_ENABLE);
 	for (int i = 0; i < numjoys; i++) {
-		setUpController(i);
+		joys.push_back(SDL_JoystickOpen(i));
+//		printf("Initialized joystick %d: %s",i,SDL_JoystickNameForIndex(i));
+		if(strstr(SDL_JoystickNameForIndex(i),"PLAYSTATION(R)3 Controller"))
+			g_Config.bPS3Controller = true;
 	}
-	if (controllers.size() > 0) {
-		cout << "pad 1 has been assigned to control pad: " << SDL_GameControllerName(controllers.front()) << endl;
-	}
-}
 
-void SDLJoystick::setUpController(int deviceIndex) {
-	if (!SDL_IsGameController(deviceIndex)) {
-		cout << "Control pad device " << deviceIndex << " not supported by SDL game controller database, attempting to create default mapping..." << endl;
-		int cbGUID = 33;
-		char pszGUID[cbGUID];
-		SDL_Joystick* joystick = SDL_JoystickOpen(deviceIndex);
-		SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), pszGUID, cbGUID);
-		// create default mapping - this is the PS3 dual shock mapping
-		std::string mapping = string(pszGUID) + "," + string(SDL_JoystickName(joystick)) + ",x:b3,a:b0,b:b1,y:b2,back:b8,guide:b10,start:b9,dpleft:b15,dpdown:b14,dpright:b16,dpup:b13,leftshoulder:b4,lefttrigger:a2,rightshoulder:b6,rightshoulder:b5,righttrigger:a5,leftstick:b7,leftstick:b11,rightstick:b12,leftx:a0,lefty:a1,rightx:a3,righty:a4";
-		if (SDL_GameControllerAddMapping(mapping.c_str()) == 1){
-			cout << "Added default mapping ok" << endl;
-		} else {
-			cout << "Failed to add default mapping" << endl;
-		}
-		SDL_JoystickClose(joystick);
-	}
-	SDL_GameController *controller = SDL_GameControllerOpen(deviceIndex);
-	if (controller) {
-		if (SDL_GameControllerGetAttached(controller)) {
-			controllers.push_back(controller);
-			controllerDeviceMap[SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(controller))] = deviceIndex;
-			cout << "found control pad: " << SDL_GameControllerName(controller) << ", loading mapping: ";
-			auto mapping = SDL_GameControllerMapping(controller);
-			if (mapping == NULL) {
-				//cout << "FAILED" << endl;
-				cout << "Could not find mapping in SDL2 controller database" << endl;
-			} else {
-				cout << "SUCCESS, mapping is:" << endl << mapping << endl;
-			}
-		} else {
-			SDL_GameControllerClose(controller);
-		}
-	}
+        if (g_Config.bPS3Controller)
+                fillMappingPS3();
+        else
+                fillMapping();
 }
 
 SDLJoystick::~SDLJoystick() {
 	if (registeredAsEventHandler) {
 		SDL_DelEventWatch(SDLJoystickEventHandlerWrapper, this);
 	}
-	for (auto & controller : controllers) {
-		SDL_GameControllerClose(controller);
+	for (SDL_Joystick *joy : joys) {
+		SDL_JoystickClose(joy);
 	}
 }
 
@@ -98,107 +44,124 @@ void SDLJoystick::registerEventHandler() {
 	registeredAsEventHandler = true;
 }
 
-keycode_t SDLJoystick::getKeycodeForButton(SDL_GameControllerButton button) {
-	switch (button) {
-	case SDL_CONTROLLER_BUTTON_DPAD_UP:
-		return NKCODE_DPAD_UP;
-	case SDL_CONTROLLER_BUTTON_DPAD_DOWN:
-		return NKCODE_DPAD_DOWN;
-	case SDL_CONTROLLER_BUTTON_DPAD_LEFT:
-		return NKCODE_DPAD_LEFT;
-	case SDL_CONTROLLER_BUTTON_DPAD_RIGHT:
-		return NKCODE_DPAD_RIGHT;
-	case SDL_CONTROLLER_BUTTON_A:
-		return NKCODE_BUTTON_2;
-	case SDL_CONTROLLER_BUTTON_B:
-		return NKCODE_BUTTON_3;
-	case SDL_CONTROLLER_BUTTON_X:
-		return NKCODE_BUTTON_4;
-	case SDL_CONTROLLER_BUTTON_Y:
-		return NKCODE_BUTTON_1;
-	case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
-		return NKCODE_BUTTON_5;
-	case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
-		return NKCODE_BUTTON_6;
-	case SDL_CONTROLLER_BUTTON_START:
-		return NKCODE_BUTTON_10;
-	case SDL_CONTROLLER_BUTTON_BACK:
-		return NKCODE_BUTTON_9; // select button
-	case SDL_CONTROLLER_BUTTON_GUIDE:
-		return NKCODE_BACK; // pause menu
-	case SDL_CONTROLLER_BUTTON_LEFTSTICK:
-		return NKCODE_BUTTON_THUMBL;
-	case SDL_CONTROLLER_BUTTON_RIGHTSTICK:
-		return NKCODE_BUTTON_THUMBR;
-	case SDL_CONTROLLER_BUTTON_INVALID:
-	default:
-		return NKCODE_UNKNOWN;
-	}
-}
-
 void SDLJoystick::ProcessInput(SDL_Event &event){
 	switch (event.type) {
-	case SDL_CONTROLLERBUTTONDOWN:
-		if (event.cbutton.state == SDL_PRESSED) {
-			auto code = getKeycodeForButton((SDL_GameControllerButton)event.cbutton.button);
-			if (code != NKCODE_UNKNOWN) {
+	case SDL_JOYAXISMOTION:
+		{
+			std::map<int, int>::const_iterator i = SDLJoyAxisMap.find(event.jaxis.axis);
+			int deviceIndex = getDeviceIndex(event.jaxis.which);
+			if (i != SDLJoyAxisMap.end() && deviceIndex >= 0) {
+				AxisInput axis;
+				axis.axisId = i->second;
+				// 1.2 to try to approximate the PSP's clamped rectangular range.
+				axis.value = 1.2 * event.jaxis.value * g_Config.fXInputAnalogSensitivity / 32767.0f;
+				if (axis.value > 1.0f) axis.value = 1.0f;
+				if (axis.value < -1.0f) axis.value = -1.0f;
+				axis.deviceId = DEVICE_ID_PAD_0 + deviceIndex;
+				axis.flags = 0;
+				NativeAxis(axis);
+			}
+			break;
+		}
+
+	case SDL_JOYBUTTONDOWN:
+		{
+			std::map<int, int>::const_iterator i = SDLJoyButtonMap.find(event.jbutton.button);
+			int deviceIndex = getDeviceIndex(event.jbutton.which);
+			if (i != SDLJoyButtonMap.end() && deviceIndex >= 0) {
 				KeyInput key;
 				key.flags = KEY_DOWN;
-				key.keyCode = code;
-				key.deviceId = DEVICE_ID_PAD_0 + getDeviceIndex(event.cbutton.which);
+				key.keyCode = i->second;
+				key.deviceId = DEVICE_ID_PAD_0 + deviceIndex;
 				NativeKey(key);
 			}
+			break;
 		}
-		break;
-	case SDL_CONTROLLERBUTTONUP:
-		if (event.cbutton.state == SDL_RELEASED) {
-			auto code = getKeycodeForButton((SDL_GameControllerButton)event.cbutton.button);
-			if (code != NKCODE_UNKNOWN) {
+
+	case SDL_JOYBUTTONUP:
+		{
+			std::map<int, int>::const_iterator i = SDLJoyButtonMap.find(event.jbutton.button);
+			int deviceIndex = getDeviceIndex(event.jbutton.which);
+			if (i != SDLJoyButtonMap.end() && deviceIndex >= 0) {
 				KeyInput key;
 				key.flags = KEY_UP;
-				key.keyCode = code;
-				key.deviceId = DEVICE_ID_PAD_0 + getDeviceIndex(event.cbutton.which);
+				key.keyCode = i->second;
+				key.deviceId = DEVICE_ID_PAD_0 + deviceIndex;
 				NativeKey(key);
 			}
+			break;
 		}
-		break;
-	case SDL_CONTROLLERAXISMOTION:
-		AxisInput axis;
-		axis.axisId = event.caxis.axis;
-		// 1.2 to try to approximate the PSP's clamped rectangular range.
-		axis.value = 1.2 * event.caxis.value * g_Config.fXInputAnalogSensitivity / 32767.0f;
-		if (axis.value > 1.0f) axis.value = 1.0f;
-		if (axis.value < -1.0f) axis.value = -1.0f;
-		axis.deviceId = DEVICE_ID_PAD_0 + getDeviceIndex(event.caxis.which);
-		axis.flags = 0;
-		NativeAxis(axis);
-		break;
-	case SDL_CONTROLLERDEVICEREMOVED:
-		// for removal events, "which" is the instance ID for SDL_CONTROLLERDEVICEREMOVED		
-		for (auto it = controllers.begin(); it != controllers.end(); ++it) {
-			if (SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(*it)) == event.cdevice.which) {
-				SDL_GameControllerClose(*it);
-				controllers.erase(it);
+
+	case SDL_JOYHATMOTION:
+		{
+			int deviceIndex = getDeviceIndex(event.jhat.which);
+			if (deviceIndex < 0) {
 				break;
 			}
+#ifdef _WIN32
+			KeyInput key;
+			key.deviceId = DEVICE_ID_PAD_0 + deviceIndex;
+
+			key.flags = (event.jhat.value & SDL_HAT_UP)?KEY_DOWN:KEY_UP;
+			key.keyCode = NKCODE_DPAD_UP;
+			NativeKey(key);
+			key.flags = (event.jhat.value & SDL_HAT_LEFT)?KEY_DOWN:KEY_UP;
+			key.keyCode = NKCODE_DPAD_LEFT;
+			NativeKey(key);
+			key.flags = (event.jhat.value & SDL_HAT_DOWN)?KEY_DOWN:KEY_UP;
+			key.keyCode = NKCODE_DPAD_DOWN;
+			NativeKey(key);
+			key.flags = (event.jhat.value & SDL_HAT_RIGHT)?KEY_DOWN:KEY_UP;
+			key.keyCode = NKCODE_DPAD_RIGHT;
+			NativeKey(key);
+#else
+			AxisInput axisX;
+			AxisInput axisY;
+			axisX.axisId = JOYSTICK_AXIS_HAT_X;
+			axisY.axisId = JOYSTICK_AXIS_HAT_Y;
+			axisX.deviceId = DEVICE_ID_PAD_0 + deviceIndex;
+			axisY.deviceId = DEVICE_ID_PAD_0 + deviceIndex;
+			axisX.value = 0.0f;
+			axisY.value = 0.0f;
+			if (event.jhat.value & SDL_HAT_LEFT) axisX.value = -1.0f;
+			if (event.jhat.value & SDL_HAT_RIGHT) axisX.value = 1.0f;
+			if (event.jhat.value & SDL_HAT_DOWN) axisY.value = 1.0f;
+			if (event.jhat.value & SDL_HAT_UP) axisY.value = -1.0f;
+			NativeAxis(axisX);
+			NativeAxis(axisY);
+#endif
+			break;
 		}
-		break;
-	case SDL_CONTROLLERDEVICEADDED:
-		// for add events, "which" is the device index!
-		int prevNumControllers = controllers.size();
-		setUpController(event.cdevice.which);
-		if (prevNumControllers == 0 && controllers.size() > 0) {
-			cout << "pad 1 has been assigned to control pad: " << SDL_GameControllerName(controllers.front()) << endl;
+
+	case SDL_JOYDEVICEADDED:
+		{
+			int deviceIndex = event.jdevice.which;
+			if (deviceIndex >= joys.size()) {
+				joys.resize(deviceIndex+1);
+			}
+			joys[deviceIndex] = SDL_JoystickOpen(deviceIndex);
+			SDL_JoystickEventState(SDL_ENABLE);
+			break;
 		}
-		break;
+
+	case SDL_JOYDEVICEREMOVED:
+		{
+			int deviceIndex = getDeviceIndex(event.jdevice.which);
+			if (deviceIndex >= 0) {
+				SDL_JoystickClose(joys[deviceIndex]);
+				joys[deviceIndex] = 0;
+			}
+			break;
+		}
 	}
 }
 
 int SDLJoystick::getDeviceIndex(int instanceId) {
-	auto it = controllerDeviceMap.find(instanceId);
-	if (it == controllerDeviceMap.end()) {
-			// could not find device
-			return -1;
+	for (int i = 0; i < joys.size(); i++) {
+		SDL_Joystick *joy = joys[i];
+		if (SDL_JoystickInstanceID(joy) == instanceId) {
+			return i;
+		}
 	}
-	return it->second;
+	return -1;
 }
--- SDL/SDLJoystick.h.orig	2017-10-04 19:26:40 UTC
+++ SDL/SDLJoystick.h
@@ -1,9 +1,11 @@
 #pragma once
 #ifdef _WIN32
 #include "SDL/SDL.h"
+#include "SDL/SDL_joystick.h"
 #include "SDL/SDL_thread.h"
 #else
 #include "SDL.h"
+#include "SDL_joystick.h"
 #include "SDL_thread.h"
 #endif
 
@@ -21,11 +23,119 @@ class SDLJoystick{ (public)
 	void ProcessInput(SDL_Event &event);
 
 private:
-	void setUpController(int deviceIndex);
-	void setUpControllers();
-	keycode_t getKeycodeForButton(SDL_GameControllerButton button);
-	int getDeviceIndex(int instanceId);
+	void fillMappingPS3()
+	{
+                SDLJoyButtonMap[14] = NKCODE_BUTTON_1;   // Cross
+                SDLJoyButtonMap[13] = NKCODE_BUTTON_2;   // Circle
+                SDLJoyButtonMap[15] = NKCODE_BUTTON_3;   // Sqlare
+                SDLJoyButtonMap[12] = NKCODE_BUTTON_4;   // Triangle
+                SDLJoyButtonMap[10] = NKCODE_BUTTON_5;   // L1
+                SDLJoyButtonMap[11] = NKCODE_BUTTON_6;   // R1
+                SDLJoyButtonMap[8] = NKCODE_BUTTON_7;   // L2
+                SDLJoyButtonMap[9] = NKCODE_BUTTON_8;   // R2
+                SDLJoyButtonMap[0] = NKCODE_BUTTON_9;   // Select
+                SDLJoyButtonMap[3] = NKCODE_BUTTON_10;  // Start
+                SDLJoyButtonMap[1] = NKCODE_BUTTON_11; // L3
+                SDLJoyButtonMap[2] = NKCODE_BUTTON_12; // R3
+                SDLJoyButtonMap[16] = NKCODE_BUTTON_13; // PS
+                SDLJoyButtonMap[4] = NKCODE_DPAD_UP;
+                SDLJoyButtonMap[6] = NKCODE_DPAD_DOWN;
+                SDLJoyButtonMap[7] = NKCODE_DPAD_LEFT;
+                SDLJoyButtonMap[5] = NKCODE_DPAD_RIGHT;
+                SDLJoyAxisMap[0] = JOYSTICK_AXIS_X;
+                SDLJoyAxisMap[1] = JOYSTICK_AXIS_Y;
+                SDLJoyAxisMap[2] = JOYSTICK_AXIS_Z;
+                SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
+	}
+	void fillMapping()
+	{
+		//TODO: C++11 aggregate initialization
+		//would remove runtime overhead completely
+
+		// Mapping on Windows
+#ifdef _WIN32
+		SDLJoyButtonMap[0] = NKCODE_BUTTON_2;
+		SDLJoyButtonMap[1] = NKCODE_BUTTON_3;
+		SDLJoyButtonMap[2] = NKCODE_BUTTON_4;
+		SDLJoyButtonMap[3] = NKCODE_BUTTON_1;
+		SDLJoyButtonMap[4] = NKCODE_BUTTON_7;
+		SDLJoyButtonMap[5] = NKCODE_BUTTON_8;
+		SDLJoyButtonMap[6] = NKCODE_BUTTON_9;
+		SDLJoyButtonMap[7] = NKCODE_BUTTON_10;
+		SDLJoyButtonMap[8] = NKCODE_BUTTON_11;
+		SDLJoyButtonMap[9] = NKCODE_BUTTON_12;
+		SDLJoyButtonMap[10] = NKCODE_BUTTON_5;
+		SDLJoyButtonMap[11] = NKCODE_BUTTON_6;
+		SDLJoyButtonMap[12] = NKCODE_BUTTON_7;
+		SDLJoyButtonMap[13] = NKCODE_BUTTON_8;
+		SDLJoyButtonMap[14] = NKCODE_BUTTON_9;
+
+		SDLJoyAxisMap[0] = JOYSTICK_AXIS_X;
+		SDLJoyAxisMap[1] = JOYSTICK_AXIS_Y;
+		SDLJoyAxisMap[2] = JOYSTICK_AXIS_Z;
+		SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
+		SDLJoyAxisMap[4] = JOYSTICK_AXIS_LTRIGGER;
+		SDLJoyAxisMap[5] = JOYSTICK_AXIS_RTRIGGER;
+		// Mapping on MacOSX to match X360 controller
+#elif __APPLE__
+		SDLJoyButtonMap[0] = NKCODE_DPAD_UP;
+		SDLJoyButtonMap[1] = NKCODE_DPAD_DOWN;
+		SDLJoyButtonMap[2] = NKCODE_DPAD_LEFT;
+		SDLJoyButtonMap[3] = NKCODE_DPAD_RIGHT;
+		SDLJoyButtonMap[4] = NKCODE_BUTTON_10;
+		SDLJoyButtonMap[5] = NKCODE_BUTTON_9;
+		SDLJoyButtonMap[6] = NKCODE_BUTTON_5;
+		SDLJoyButtonMap[7] = NKCODE_BUTTON_6;
+		SDLJoyButtonMap[8] = NKCODE_BUTTON_7;
+		SDLJoyButtonMap[9] = NKCODE_BUTTON_8;
+		SDLJoyButtonMap[10] = NKCODE_BUTTON_SELECT;
+		SDLJoyButtonMap[11] = NKCODE_BUTTON_2;
+		SDLJoyButtonMap[12] = NKCODE_BUTTON_3;
+		SDLJoyButtonMap[13] = NKCODE_BUTTON_4;
+		SDLJoyButtonMap[14] = NKCODE_BUTTON_1;
+		SDLJoyButtonMap[15] = NKCODE_BUTTON_11;
+		SDLJoyButtonMap[16] = NKCODE_BUTTON_12;
+
+		SDLJoyAxisMap[0] = JOYSTICK_AXIS_X;
+		SDLJoyAxisMap[1] = JOYSTICK_AXIS_Y;
+		SDLJoyAxisMap[2] = JOYSTICK_AXIS_Z;
+		SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
+		SDLJoyAxisMap[4] = JOYSTICK_AXIS_LTRIGGER;
+		SDLJoyAxisMap[5] = JOYSTICK_AXIS_RTRIGGER;
+		// Mapping on Linux/Android/Other to match X360 and wii-u pro controller
+#else
+		SDLJoyButtonMap[0] = NKCODE_BUTTON_1;
+		SDLJoyButtonMap[1] = NKCODE_BUTTON_2;
+		SDLJoyButtonMap[2] = NKCODE_BUTTON_3;
+		SDLJoyButtonMap[3] = NKCODE_BUTTON_4;
+		SDLJoyButtonMap[4] = NKCODE_BUTTON_5;
+		SDLJoyButtonMap[5] = NKCODE_BUTTON_6;
+		SDLJoyButtonMap[6] = NKCODE_BUTTON_7;
+		SDLJoyButtonMap[7] = NKCODE_BUTTON_8;
+		SDLJoyButtonMap[8] = NKCODE_BUTTON_9;
+		SDLJoyButtonMap[9] = NKCODE_BUTTON_10;
+		SDLJoyButtonMap[10] = NKCODE_BUTTON_11;
+		SDLJoyButtonMap[11] = NKCODE_BUTTON_12;
+		SDLJoyButtonMap[12] = NKCODE_BUTTON_13;
+		SDLJoyButtonMap[13] = NKCODE_DPAD_UP;
+		SDLJoyButtonMap[14] = NKCODE_DPAD_DOWN;
+		SDLJoyButtonMap[15] = NKCODE_DPAD_LEFT;
+		SDLJoyButtonMap[16] = NKCODE_DPAD_RIGHT;
+	
+		SDLJoyAxisMap[0] = JOYSTICK_AXIS_X;
+		SDLJoyAxisMap[1] = JOYSTICK_AXIS_Y;
+		SDLJoyAxisMap[2] = JOYSTICK_AXIS_Z;
+		SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
+		SDLJoyAxisMap[4] = JOYSTICK_AXIS_LTRIGGER;
+		SDLJoyAxisMap[5] = JOYSTICK_AXIS_RTRIGGER;
+
+#endif
+	}
+	std::map<int, int> SDLJoyButtonMap;
+	std::map<int, int> SDLJoyAxisMap;
+
+	std::vector<SDL_Joystick *> joys;
 	bool registeredAsEventHandler;
-	std::vector<SDL_GameController *> controllers;
-	std::map<int, int> controllerDeviceMap;
+
+	int getDeviceIndex(int instanceId);
 };