09-03-2016, 02:47 AM
Finally, I have some time to code.
It takes a bit of programming skill, but add this to your SDLJoystick.h before compiling:
Then define _PS3_ however you please and build.
I'm working on possibly converting this to a runtime rather than compile time option and submitting to git.
It takes a bit of programming skill, but add this to your SDLJoystick.h before compiling:
Code:
#elif _PS3_
SDLJoyButtonMap[14] = NKCODE_BUTTON_1; // Cross
SDLJoyButtonMap[13] = NKCODE_BUTTON_2; // Circle
SDLJoyButtonMap[15] = NKCODE_BUTTON_3; // Sqlare
SDLJoyButtonMap[12] = NKCODE_BUTTON_4; // Triangle
SDLJoyButtonMap[10] = NKCODE_BUTTON_5; // L1
SDLJoyButtonMap[11] = NKCODE_BUTTON_6; // R1
SDLJoyButtonMap[8] = NKCODE_BUTTON_7; // L2
SDLJoyButtonMap[9] = NKCODE_BUTTON_8; // R2
SDLJoyButtonMap[0] = NKCODE_BUTTON_9; // Select
SDLJoyButtonMap[3] = NKCODE_BUTTON_10; // Start
SDLJoyButtonMap[1] = NKCODE_BUTTON_11; // L3
SDLJoyButtonMap[2] = NKCODE_BUTTON_12; // R3
SDLJoyButtonMap[16] = NKCODE_BUTTON_13; // PS
SDLJoyButtonMap[4] = NKCODE_DPAD_UP;
SDLJoyButtonMap[6] = NKCODE_DPAD_DOWN;
SDLJoyButtonMap[7] = NKCODE_DPAD_LEFT;
SDLJoyButtonMap[5] = NKCODE_DPAD_RIGHT;
SDLJoyAxisMap[0] = JOYSTICK_AXIS_X;
SDLJoyAxisMap[1] = JOYSTICK_AXIS_Y;
SDLJoyAxisMap[2] = JOYSTICK_AXIS_Z;
SDLJoyAxisMap[3] = JOYSTICK_AXIS_RZ;
#elseThen define _PS3_ however you please and build.
I'm working on possibly converting this to a runtime rather than compile time option and submitting to git.

