int numberOfProfiles;
int numberOfDevices;
char deviceNames[MAX_DEVICES][128];
+static int numberOfProfilesSave;
// This is so that new devices have something reasonable to show for default
uint32_t defaultMap[21] = {
//
void SaveProfiles(void)
{
+ numberOfProfilesSave = numberOfProfiles;
memcpy(&profileBackup, &profile, sizeof(Profile) * MAX_PROFILES);
}
void RestoreProfiles(void)
{
memcpy(&profile, &profileBackup, sizeof(Profile) * MAX_PROFILES);
+ numberOfProfiles = numberOfProfilesSave;
}
*/
void AutoConnectProfiles(void)
{
- int foundProfiles[MAX_PROFILES];
+// int foundProfiles[MAX_PROFILES];
controller1Profile = -1;
controller2Profile = -1;
gamepadIDSlot1 = -1;
}
// Connect the keyboard device (lowest priority)
+ // N.B.: The keyboard is always mapped to profile #0, so we can locate it
+ // easily. :-)
int slot = profile[0].preferredSlot;
if ((slot == CONTROLLER1) && (gamepadIDSlot1 == -1))