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authorMichael Pavone <pavone@retrodev.com>2015-11-28 14:30:30 -0800
committerMichael Pavone <pavone@retrodev.com>2015-11-28 14:30:30 -0800
commit57d0c6e4c474aac358dd13f1e3f8b961c1ed47b0 (patch)
treeaf2353cf515259fd0e9855884abe4ac9de6d4e72 /android
parent9044d255d36de656707389e19deefaed21658527 (diff)
Make nexus player remote useable as a controller for games that only require a dpad + start + c. Use warning() instead of fprintf(stder,...) in io.c
Diffstat (limited to 'android')
-rw-r--r--[l---------]android/assets/default.cfg119
-rw-r--r--android/src/org/libsdl/app/SDLActivity.java3
2 files changed, 119 insertions, 3 deletions
diff --git a/android/assets/default.cfg b/android/assets/default.cfg
index 5bd7104..1fd9b25 120000..100644
--- a/android/assets/default.cfg
+++ b/android/assets/default.cfg
@@ -1 +1,118 @@
-../../default.cfg \ No newline at end of file
+
+bindings {
+ keys {
+ up gamepads.1.up
+ down gamepads.1.down
+ left gamepads.1.left
+ right gamepads.1.right
+ a gamepads.1.a
+ s gamepads.1.b
+ d gamepads.1.c
+ q gamepads.1.x
+ w gamepads.1.y
+ e gamepads.1.z
+ f gamepads.1.mode
+ enter gamepads.1.start
+
+ [ ui.vdp_debug_mode
+ ] ui.vdp_debug_pal
+ u ui.enter_debugger
+ esc ui.exit
+ ` ui.save_state
+ 0 ui.set_speed.0
+ 1 ui.set_speed.1
+ 2 ui.set_speed.2
+ 3 ui.set_speed.3
+ 4 ui.set_speed.4
+ 5 ui.set_speed.5
+ 6 ui.set_speed.6
+ 7 ui.set_speed.7
+ = ui.next_speed
+ - ui.prev_speed
+
+
+ select gamepads.1.c
+ play gamepads.1.start
+ back ui.exit
+ }
+ pads {
+ 0 {
+ dpads {
+ 0 {
+ up gamepads.1.up
+ down gamepads.1.down
+ left gamepads.1.left
+ right gamepads.1.right
+ }
+ }
+ buttons {
+ 0 gamepads.1.a
+ 1 gamepads.1.b
+ 2 gamepads.1.c
+ 3 gamepads.1.x
+ 4 gamepads.1.y
+ 5 gamepads.1.z
+ 6 gamepads.1.mode
+ 7 gamepads.1.start
+ }
+ }
+ 1 {
+ dpads {
+ 0 {
+ up gamepads.2.up
+ down gamepads.2.down
+ left gamepads.2.left
+ right gamepads.2.right
+ }
+ }
+ buttons {
+ 0 gamepads.2.a
+ 1 gamepads.2.b
+ 2 gamepads.2.c
+ 3 gamepads.2.x
+ 4 gamepads.2.y
+ 5 gamepads.2.z
+ 6 gamepads.2.mode
+ 7 gamepads.2.start
+ }
+ }
+ }
+}
+
+io {
+ devices {
+ 1 gamepad6.1
+ 2 gamepad6.2
+ }
+}
+
+video {
+ width 640
+ vertex_shader default.v.glsl
+ fragment_shader default.f.glsl
+}
+
+audio {
+ rate 48000
+ buffer 512
+}
+
+clocks {
+ max_cycles 3420
+ speeds {
+ 1 150
+ 2 200
+ 3 300
+ 4 400
+ 5 25
+ 6 50
+ 7 75
+ }
+}
+
+ui {
+ rom menu.bin
+}
+
+default_region U
+
diff --git a/android/src/org/libsdl/app/SDLActivity.java b/android/src/org/libsdl/app/SDLActivity.java
index 49a1d38..62123ea 100644
--- a/android/src/org/libsdl/app/SDLActivity.java
+++ b/android/src/org/libsdl/app/SDLActivity.java
@@ -672,8 +672,7 @@ class SDLSurface extends SurfaceView implements SurfaceHolder.Callback,
// Some SOURCE_DPAD or SOURCE_GAMEPAD are also SOURCE_KEYBOARD
// So, we try to process them as DPAD or GAMEPAD events first, if that fails we try them as KEYBOARD
- if ( (event.getSource() & 0x00000401) != 0 || /* API 12: SOURCE_GAMEPAD */
- (event.getSource() & InputDevice.SOURCE_DPAD) != 0 ) {
+ if ( (event.getSource() & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
if (event.getAction() == KeyEvent.ACTION_DOWN) {
if (SDLActivity.onNativePadDown(event.getDeviceId(), keyCode) == 0) {
return true;