Read the buttons on Nintendo Switch and GameCube controllers as they are labeled, and swap them if the applications wants positional button data instead.
diff --git a/src/joystick/hidapi/SDL_hidapi_gamecube.c b/src/joystick/hidapi/SDL_hidapi_gamecube.c
index 6cd6659..7ef22b6 100644
--- a/src/joystick/hidapi/SDL_hidapi_gamecube.c
+++ b/src/joystick/hidapi/SDL_hidapi_gamecube.c
@@ -105,7 +105,8 @@
static Uint8 RemapButton(SDL_DriverGameCube_Context *ctx, Uint8 button)
{
- if (ctx->m_bUseButtonLabels) {
+ if (!ctx->m_bUseButtonLabels) {
+ /* Use button positions */
switch (button) {
case SDL_CONTROLLER_BUTTON_B:
return SDL_CONTROLLER_BUTTON_X;
@@ -274,8 +275,8 @@
(curSlot[off] & flag) ? SDL_PRESSED : SDL_RELEASED \
);
READ_BUTTON(1, 0x01, 0) /* A */
- READ_BUTTON(1, 0x02, 1) /* B */
- READ_BUTTON(1, 0x04, 2) /* X */
+ READ_BUTTON(1, 0x04, 1) /* B */
+ READ_BUTTON(1, 0x02, 2) /* X */
READ_BUTTON(1, 0x08, 3) /* Y */
READ_BUTTON(1, 0x10, 4) /* DPAD_LEFT */
READ_BUTTON(1, 0x20, 5) /* DPAD_RIGHT */
diff --git a/src/joystick/hidapi/SDL_hidapi_switch.c b/src/joystick/hidapi/SDL_hidapi_switch.c
index 8e25657..26f7227 100644
--- a/src/joystick/hidapi/SDL_hidapi_switch.c
+++ b/src/joystick/hidapi/SDL_hidapi_switch.c
@@ -197,6 +197,7 @@
SDL_bool m_bInputOnly;
SDL_bool m_bHasHomeLED;
SDL_bool m_bUsingBluetooth;
+ SDL_bool m_bIsGameCube;
SDL_bool m_bUseButtonLabels;
Uint8 m_nCommandNumber;
SwitchCommonOutputPacket_t m_RumblePacket;
@@ -638,18 +639,30 @@
static Uint8 RemapButton(SDL_DriverSwitch_Context *ctx, Uint8 button)
{
- if (ctx->m_bUseButtonLabels) {
- switch (button) {
- case SDL_CONTROLLER_BUTTON_A:
- return SDL_CONTROLLER_BUTTON_B;
- case SDL_CONTROLLER_BUTTON_B:
- return SDL_CONTROLLER_BUTTON_A;
- case SDL_CONTROLLER_BUTTON_X:
- return SDL_CONTROLLER_BUTTON_Y;
- case SDL_CONTROLLER_BUTTON_Y:
- return SDL_CONTROLLER_BUTTON_X;
- default:
- break;
+ if (!ctx->m_bUseButtonLabels) {
+ /* Use button positions */
+ if (ctx->m_bIsGameCube) {
+ switch (button) {
+ case SDL_CONTROLLER_BUTTON_B:
+ return SDL_CONTROLLER_BUTTON_X;
+ case SDL_CONTROLLER_BUTTON_X:
+ return SDL_CONTROLLER_BUTTON_B;
+ default:
+ break;
+ }
+ } else {
+ switch (button) {
+ case SDL_CONTROLLER_BUTTON_A:
+ return SDL_CONTROLLER_BUTTON_B;
+ case SDL_CONTROLLER_BUTTON_B:
+ return SDL_CONTROLLER_BUTTON_A;
+ case SDL_CONTROLLER_BUTTON_X:
+ return SDL_CONTROLLER_BUTTON_Y;
+ case SDL_CONTROLLER_BUTTON_Y:
+ return SDL_CONTROLLER_BUTTON_X;
+ default:
+ break;
+ }
}
}
return button;
@@ -746,12 +759,12 @@
if (IsGameCubeFormFactor(device->vendor_id, device->product_id)) {
/* This is a controller shaped like a GameCube controller, with a large central A button */
- ctx->m_bUseButtonLabels = SDL_TRUE;
- } else {
- SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
- SDL_GameControllerButtonReportingHintChanged, ctx);
+ ctx->m_bIsGameCube = SDL_TRUE;
}
+ SDL_AddHintCallback(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS,
+ SDL_GameControllerButtonReportingHintChanged, ctx);
+
/* Initialize the joystick capabilities */
joystick->nbuttons = SDL_CONTROLLER_BUTTON_MAX;
joystick->naxes = SDL_CONTROLLER_AXIS_MAX;
@@ -814,10 +827,10 @@
if (packet->rgucButtons[0] != ctx->m_lastInputOnlyState.rgucButtons[0]) {
Uint8 data = packet->rgucButtons[0];
- SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
- SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
- SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
- SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
+ SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_A), (data & 0x04) ? SDL_PRESSED : SDL_RELEASED);
+ SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_B), (data & 0x02) ? SDL_PRESSED : SDL_RELEASED);
+ SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_X), (data & 0x08) ? SDL_PRESSED : SDL_RELEASED);
+ SDL_PrivateJoystickButton(joystick, RemapButton(ctx, SDL_CONTROLLER_BUTTON_Y), (data & 0x01) ? SDL_PRESSED : SDL_RELEASED);
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, (data & 0x10) ? SDL_PRESSED : SDL_RELEASED);
SDL_PrivateJoystickButton(joystick, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, (data & 0x20) ? SDL_PRESSED : SDL_RELEASED);