Add Scroll Binds

and fix a five year oob array index/write
This commit is contained in:
Cooliokid956 2025-05-31 01:04:53 -05:00
parent b99f18dacc
commit e7e04d9925
4 changed files with 21 additions and 10 deletions

View file

@ -106,11 +106,17 @@ const char* translate_bind_to_name(int bind) {
// mouse
if (bind >= VK_BASE_SDL_MOUSE) {
int mouse_button = (bind - VK_BASE_SDL_MOUSE);
if (mouse_button == 1) { return "L Mouse"; }
if (mouse_button == 2) { return "M Mouse"; }
if (mouse_button == 3) { return "R Mouse"; }
snprintf(name, 8, "Mouse %d", bind - VK_BASE_SDL_MOUSE);
return name;
switch (mouse_button) {
case 1: return "L Mouse";
case 2: return "M Mouse";
case 3: return "R Mouse";
case 6: return "Scroll Up";
case 7: return "Scroll Down";
default: {
snprintf(name, 8, "Mouse %d", mouse_button);
return name;
}
}
}
// gamepad

View file

@ -116,6 +116,11 @@ void controller_mouse_read_relative(void) {
#elif defined(CAPI_SDL1) || defined(CAPI_SDL2)
mouse_buttons = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
#endif
if (mouse_scroll_y > 0) {
mouse_buttons |= MWHEELUP;
} else if (mouse_scroll_y < 0) {
mouse_buttons |= MWHEELDOWN;
}
}
void controller_mouse_enter_relative(void) {

View file

@ -8,6 +8,8 @@
// mouse buttons are also in the controller namespace, just offset 0x100
#define VK_OFS_SDL_MOUSE 0x0100
#define VK_BASE_SDL_MOUSE (VK_BASE_SDL_GAMEPAD + VK_OFS_SDL_MOUSE)
#define MWHEELUP 0x20
#define MWHEELDOWN 0x40
extern struct ControllerAPI controller_sdl;

View file

@ -60,11 +60,11 @@ static s16 invert_s16(s16 val) {
static inline void controller_add_binds(const u32 mask, const u32 *btns) {
for (u32 i = 0; i < MAX_BINDS; ++i) {
if (btns[i] >= VK_BASE_SDL_GAMEPAD && btns[i] <= VK_BASE_SDL_GAMEPAD + VK_SIZE) {
if (btns[i] >= VK_BASE_SDL_MOUSE && num_joy_binds < MAX_JOYBINDS) {
if (btns[i] >= VK_BASE_SDL_MOUSE && num_mouse_binds < MAX_JOYBINDS) {
mouse_binds[num_mouse_binds][0] = btns[i] - VK_BASE_SDL_MOUSE;
mouse_binds[num_mouse_binds][1] = mask;
++num_mouse_binds;
} else if (num_mouse_binds < MAX_JOYBINDS) {
} else if (num_joy_binds < MAX_JOYBINDS) {
joy_binds[num_joy_binds][0] = btns[i] - VK_BASE_SDL_GAMEPAD;
joy_binds[num_joy_binds][1] = mask;
++num_joy_binds;
@ -285,9 +285,7 @@ static void controller_sdl_read(OSContPad *pad) {
u32 buttons_down = 0;
for (u32 i = 0; i < num_joy_binds; ++i)
if (joy_buttons[joy_binds[i][0]])
buttons_down |= joy_binds[i][1];
pad->button |= buttons_down;
pad->button |= joy_binds[i][1];
const u32 xstick = buttons_down & STICK_XMASK;
const u32 ystick = buttons_down & STICK_YMASK;