RGBA textures

This commit is contained in:
2026-02-05 21:57:56 -06:00
parent dd697d5650
commit 1af5f238e4
18 changed files with 370 additions and 154 deletions

View File

@@ -173,27 +173,58 @@ inputbuttondata_t INPUT_BUTTON_DATA[] = {
#endif
#elif DOLPHIN
#if INPUT_GAMEPAD == 1
{ .name = "a", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_A } },
{ .name = "b", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_B } },
{ .name = "x", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_X } },
{ .name = "y", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_Y } },
{ .name = "start", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_START } },
{ .name = "dpad_up", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_UP } },
{ .name = "dpad_down", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_DOWN } },
{ .name = "dpad_left", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_LEFT } },
{ .name = "dpad_right", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_RIGHT } },
{ .name = "l", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_L } },
{ .name = "r", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_R } },
{ .name = "z", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_Z } },
{ .name = "lstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = true } } },
{ .name = "lstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = false } } },
{ .name = "lstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = true } } },
{ .name = "lstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = false } } },
{ .name = "cstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = true } } },
{ .name = "cstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = false } } },
{ .name = "cstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = true } } },
{ .name = "cstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = false } } },
#if WII
#if INPUT_GAMEPAD == 1
{ .name = "a", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_A } },
{ .name = "b", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_B } },
{ .name = "x", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_X } },
{ .name = "y", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_Y } },
{ .name = "start", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_START } },
{ .name = "dpad_up", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_UP } },
{ .name = "dpad_down", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_DOWN } },
{ .name = "dpad_left", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_LEFT } },
{ .name = "dpad_right", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_RIGHT } },
{ .name = "l", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_L } },
{ .name = "r", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_R } },
{ .name = "z", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_Z } },
{ .name = "menu", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_MENU } },
{ .name = "lstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = true } } },
{ .name = "lstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = false } } },
{ .name = "lstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = true } } },
{ .name = "lstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = false } } },
{ .name = "cstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = true } } },
{ .name = "cstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = false } } },
{ .name = "cstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = true } } },
{ .name = "cstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = false } } },
{ .name = "ltrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_LEFT, .positive = true } } },
{ .name = "rtrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT, .positive = true } } },
#endif
#elif GAMECUBE
#if INPUT_GAMEPAD == 1
{ .name = "a", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_A } },
{ .name = "b", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_B } },
{ .name = "x", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_X } },
{ .name = "y", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_Y } },
{ .name = "start", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_START } },
{ .name = "dpad_up", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_UP } },
{ .name = "dpad_down", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_DOWN } },
{ .name = "dpad_left", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_LEFT } },
{ .name = "dpad_right", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_RIGHT } },
{ .name = "l", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_L } },
{ .name = "r", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_R } },
{ .name = "z", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_TRIGGER_Z } },
{ .name = "menu", { .type = INPUT_BUTTON_TYPE_GAMEPAD, .gpButton = PAD_BUTTON_MENU } },
{ .name = "lstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = true } } },
{ .name = "lstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_X, .positive = false } } },
{ .name = "lstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = true } } },
{ .name = "lstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_LEFT_Y, .positive = false } } },
{ .name = "cstick_positive_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = true } } },
{ .name = "cstick_negative_x", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_X, .positive = false } } },
{ .name = "cstick_positive_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = true } } },
{ .name = "cstick_negative_y", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_C_Y, .positive = false } } },
{ .name = "ltrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_LEFT, .positive = true } } },
{ .name = "rtrigger", { .type = INPUT_BUTTON_TYPE_GAMEPAD_AXIS, .gpAxis = { .axis = INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT, .positive = true } } },
#endif
#endif
#endif
@@ -232,21 +263,28 @@ float_t inputButtonGetValue(const inputbutton_t button) {
if(SDL_GameControllerGetButton(INPUT.controller, button.gpButton)) {
return 1.0f;
}
#elif DOLPHIN
if(INPUT.padState[0] & button.gpButton) return 1.0f;
#endif
return 0.0f;
}
case INPUT_BUTTON_TYPE_GAMEPAD_AXIS: {
float_t value = 0.0f;
#if INPUT_SDL2 == 1
Sint16 axis = SDL_GameControllerGetAxis(INPUT.controller, button.gpAxis.axis);
if(!button.gpAxis.positive) axis = -axis;
float_t value = (float_t)axis / 32767.0f;
// Deadzone
if(value < INPUT.deadzone) return 0.0f;
return value;
value = (float_t)axis / 32767.0f;
#elif DOLPHIN
value = INPUT.pads[0][button.gpAxis.axis];
#endif
if(!button.gpAxis.positive) value = -value;
if(value >= INPUT.deadzone) return value;
return 0.0f;
}
#endif