C++ SDL正在发送错误的控制器索引
我正在创建一个简单的游戏,并使用SDL2处理来自控制器的输入。问题是SDL没有为控制器提供正确的索引,这导致我的游戏崩溃C++ SDL正在发送错误的控制器索引,c++,c,sdl,C++,C,Sdl,我正在创建一个简单的游戏,并使用SDL2处理来自控制器的输入。问题是SDL没有为控制器提供正确的索引,这导致我的游戏崩溃 /receive the controller index given by SDL int cIdx = evt.cdevice.which; switch (evt.type) { case SDL_CONTROLLERAXISMOTION: { //......... break; } case SDL_
/receive the controller index given by SDL
int cIdx = evt.cdevice.which;
switch (evt.type)
{
case SDL_CONTROLLERAXISMOTION:
{
//.........
break;
}
case SDL_CONTROLLERBUTTONUP:
{
InputButton sender = InputButton(evt.cbutton.button);
controllerStates[cIdx]->SetButtonState(sender, false);
break;
}
case SDL_CONTROLLERBUTTONDOWN:
{
if (evt.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
{
InputButton sender = InputButton(evt.cbutton.button);
controllerStates[cIdx]->SetButtonState(sender, true);
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
if (SDL_IsGameController(cIdx))
{
SDL_GameController * controller = SDL_GameControllerOpen(cIdx);
AddController(controller);
}
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
RemoveController(controllers[(cIdx)]);
break;
}
}
当用户第一次添加控制器时,此功能正常工作,SDL将0作为SDL_CONTROLLERDEVICEADDED事件中的索引发送给我,对于其他事件也发送0。
问题是,如果用户尝试断开并重新连接控制器,SDL将0作为SDL_CONTROLLERDEVICEADDED事件中的索引发送,并将1作为导致游戏崩溃的其他事件的索引发送
/receive the controller index given by SDL
int cIdx = evt.cdevice.which;
switch (evt.type)
{
case SDL_CONTROLLERAXISMOTION:
{
//.........
break;
}
case SDL_CONTROLLERBUTTONUP:
{
InputButton sender = InputButton(evt.cbutton.button);
controllerStates[cIdx]->SetButtonState(sender, false);
break;
}
case SDL_CONTROLLERBUTTONDOWN:
{
if (evt.cbutton.button != SDL_CONTROLLER_BUTTON_INVALID)
{
InputButton sender = InputButton(evt.cbutton.button);
controllerStates[cIdx]->SetButtonState(sender, true);
}
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
if (SDL_IsGameController(cIdx))
{
SDL_GameController * controller = SDL_GameControllerOpen(cIdx);
AddController(controller);
}
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
RemoveController(controllers[(cIdx)]);
break;
}
我还可以简单地检查索引是否可以避免崩溃,但这将是无用的,因为所有控制器事件都将被忽略
任何帮助都将不胜感激
谢谢根据SDL,SDL_GameControllerOpen上使用的索引不是在未来事件中识别控制器的索引。因此,您需要使用操纵杆id
switch (evt.type)
{
case SDL_CONTROLLERAXISMOTION:
{
//...
break;
}
case SDL_CONTROLLERBUTTONUP:
{
//Get the joystick id from the controller index
//....
break;
}
case SDL_CONTROLLERBUTTONDOWN:
{
//Get the joystick id from the controller index
//....
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
if (SDL_IsGameController(cIdx))
{
SDL_GameController * controller = SDL_GameControllerOpen(cIdx);
SDL_Joystick* j = SDL_GameControllerGetJoystick(controller);
SDL_JoystickID joyId = SDL_JoystickInstanceID(j);
//Save the joystick id to used in the future events
AddController(controller);
}
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
//Get the joystick id from the controller index
break;
}
}
根据SDL,SDL_GameControllerOpen上使用的索引不是在未来事件中识别控制器的索引。因此,您需要使用操纵杆id
switch (evt.type)
{
case SDL_CONTROLLERAXISMOTION:
{
//...
break;
}
case SDL_CONTROLLERBUTTONUP:
{
//Get the joystick id from the controller index
//....
break;
}
case SDL_CONTROLLERBUTTONDOWN:
{
//Get the joystick id from the controller index
//....
break;
}
case SDL_CONTROLLERDEVICEADDED:
{
if (SDL_IsGameController(cIdx))
{
SDL_GameController * controller = SDL_GameControllerOpen(cIdx);
SDL_Joystick* j = SDL_GameControllerGetJoystick(controller);
SDL_JoystickID joyId = SDL_JoystickInstanceID(j);
//Save the joystick id to used in the future events
AddController(controller);
}
break;
}
case SDL_CONTROLLERDEVICEREMOVED:
{
//Get the joystick id from the controller index
break;
}
}