#include "init.h"
#include "config.h"
+
+#define DEBUG_JOYSTICKS 0
+
+
/* screens on the info screen */
#define INFO_MODE_MAIN 0
#define INFO_MODE_TITLE 1
static boolean bitmaps_initialized = FALSE;
boolean screen_initialized = FALSE;
static Bitmap *controller, *button, *axis_x, *axis_y;
- Bitmap *marker;
char *name;
boolean success = TRUE;
boolean done = FALSE, next = FALSE;
name = getFormattedJoystickName(SDL_JoystickName(joystick));
+#if DEBUG_JOYSTICKS
/* print info about the joystick we are watching */
Error(ERR_DEBUG, "watching joystick %d: (%s)\n",
SDL_JoystickInstanceID(joystick), name);
Error(ERR_DEBUG, "joystick has %d axes, %d hats, %d balls, and %d buttons\n",
SDL_JoystickNumAxes(joystick), SDL_JoystickNumHats(joystick),
SDL_JoystickNumBalls(joystick), SDL_JoystickNumButtons(joystick));
+#endif
/* initialize mapping with GUID and name */
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joystick), temp, sizeof(temp));
/* loop through all steps (buttons and axes), getting joystick events */
for (i = 0; i < SDL_arraysize(steps) && !done;)
{
+ Bitmap *marker = button; /* initialize with reliable default value */
+
step = &steps[i];
strcpy(step->mapping, mapping);
step->axis = -1;
if (success)
{
+#if DEBUG_JOYSTICKS
Error(ERR_DEBUG, "New game controller mapping:\n\n%s\n\n", mapping);
+#endif
// activate mapping for this game
SDL_GameControllerAddMapping(mapping);