mirror of
https://github.com/hajimehoshi/ebiten.git
synced 2024-12-27 20:28:54 +01:00
809ad991c2
Refactors native standard layout so standard axes and buttons can be implemented using any of axes, buttons or hats. This is required to be able to implement a native standard layout mapping for Linux, as e.g. shoulder buttons can be backed either by an analog or digital input. Precedes #2587 Updates #2052
781 lines
20 KiB
Go
781 lines
20 KiB
Go
// Copyright 2021 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// gamecontrollerdb.txt is downloaded at https://github.com/gabomdq/SDL_GameControllerDB.
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// To update the database file, run:
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//
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// curl --location --remote-name https://raw.githubusercontent.com/gabomdq/SDL_GameControllerDB/master/gamecontrollerdb.txt
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package gamepaddb
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import (
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"bufio"
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"bytes"
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_ "embed"
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"encoding/hex"
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"fmt"
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"runtime"
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"strconv"
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"strings"
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"sync"
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)
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//go:embed gamecontrollerdb.txt
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var gamecontrollerdb_txt []byte
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type platform int
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const (
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platformUnknown platform = iota
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platformWindows
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platformMacOS
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platformUnix
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platformAndroid
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platformIOS
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)
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var currentPlatform platform
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func init() {
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if runtime.GOOS == "windows" {
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currentPlatform = platformWindows
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return
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}
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if runtime.GOOS == "aix" ||
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runtime.GOOS == "dragonfly" ||
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runtime.GOOS == "freebsd" ||
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runtime.GOOS == "hurd" ||
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runtime.GOOS == "illumos" ||
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runtime.GOOS == "linux" ||
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runtime.GOOS == "netbsd" ||
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runtime.GOOS == "openbsd" ||
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runtime.GOOS == "solaris" {
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currentPlatform = platformUnix
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return
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}
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if runtime.GOOS == "android" {
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currentPlatform = platformAndroid
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return
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}
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if runtime.GOOS == "ios" {
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currentPlatform = platformIOS
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return
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}
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if runtime.GOOS == "darwin" {
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currentPlatform = platformMacOS
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return
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}
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}
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var additionalGLFWGamepads = []byte(`
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78696e70757401000000000000000000,XInput Gamepad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757402000000000000000000,XInput Wheel (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757403000000000000000000,XInput Arcade Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757404000000000000000000,XInput Flight Stick (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757405000000000000000000,XInput Dance Pad (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757406000000000000000000,XInput Guitar (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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78696e70757408000000000000000000,XInput Drum Kit (GLFW),platform:Windows,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,leftstick:b8,rightstick:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,
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`)
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func init() {
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if err := Update(gamecontrollerdb_txt); err != nil {
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panic(err)
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}
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if err := Update(additionalGLFWGamepads); err != nil {
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panic(err)
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}
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}
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type mappingType int
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const (
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mappingTypeButton mappingType = iota
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mappingTypeAxis
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mappingTypeHat
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)
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const (
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HatUp = 1
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HatRight = 2
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HatDown = 4
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HatLeft = 8
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)
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type mapping struct {
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Type mappingType
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Index int
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AxisScale int
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AxisOffset int
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HatState int
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}
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var (
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gamepadNames = map[string]string{}
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gamepadButtonMappings = map[string]map[StandardButton]*mapping{}
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gamepadAxisMappings = map[string]map[StandardAxis]*mapping{}
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mappingsM sync.RWMutex
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)
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func parseLine(line string, platform platform) (id string, name string, buttons map[StandardButton]*mapping, axes map[StandardAxis]*mapping, err error) {
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line = strings.TrimSpace(line)
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if len(line) == 0 {
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return "", "", nil, nil, nil
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}
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if line[0] == '#' {
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return "", "", nil, nil, nil
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}
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tokens := strings.Split(line, ",")
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if len(tokens) < 2 {
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return "", "", nil, nil, fmt.Errorf("gamepaddb: syntax error")
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}
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for _, token := range tokens[2:] {
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if len(token) == 0 {
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continue
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}
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tks := strings.Split(token, ":")
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if len(tks) < 2 {
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return "", "", nil, nil, fmt.Errorf("gamepaddb: syntax error")
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}
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// Note that the platform part is listed in the definition of SDL_GetPlatform.
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if tks[0] == "platform" {
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switch tks[1] {
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case "Windows":
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if platform != platformWindows {
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return "", "", nil, nil, nil
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}
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case "Mac OS X":
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if platform != platformMacOS {
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return "", "", nil, nil, nil
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}
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case "Linux":
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if platform != platformUnix {
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return "", "", nil, nil, nil
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}
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case "Android":
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if platform != platformAndroid {
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return "", "", nil, nil, nil
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}
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case "iOS":
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if platform != platformIOS {
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return "", "", nil, nil, nil
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}
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case "":
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// Allow any platforms
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default:
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return "", "", nil, nil, fmt.Errorf("gamepaddb: unexpected platform: %s", tks[1])
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}
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continue
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}
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gb, err := parseMappingElement(tks[1])
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if err != nil {
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return "", "", nil, nil, err
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}
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if b, ok := toStandardGamepadButton(tks[0]); ok {
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if buttons == nil {
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buttons = map[StandardButton]*mapping{}
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}
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buttons[b] = gb
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continue
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}
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if a, ok := toStandardGamepadAxis(tks[0]); ok {
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if axes == nil {
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axes = map[StandardAxis]*mapping{}
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}
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axes[a] = gb
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continue
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}
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// The buttons like "misc1" are ignored so far.
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// There is no corresponding button in the Web standard gamepad layout.
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}
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return tokens[0], tokens[1], buttons, axes, nil
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}
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func parseMappingElement(str string) (*mapping, error) {
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switch {
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case str[0] == 'a' || strings.HasPrefix(str, "+a") || strings.HasPrefix(str, "-a"):
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var tilda bool
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if str[len(str)-1] == '~' {
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str = str[:len(str)-1]
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tilda = true
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}
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min := -1
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max := 1
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numstr := str[1:]
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if str[0] == '+' {
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numstr = str[2:]
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// Only use the positive half, i.e. 0..1.
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min = 0
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} else if str[0] == '-' {
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numstr = str[2:]
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// Only use the negative half, i.e. -1..0,
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// but invert the sense so 0 does not "press" buttons.
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//
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// In other words, this is the same as '+' but with the input axis
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// value reversed.
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//
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// See SDL's source:
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// https://github.com/libsdl-org/SDL/blob/f398d8a42422c049d77c744658f1cd2bb011ed4a/src/joystick/SDL_gamecontroller.c#L960
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min, max = 0, min
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}
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// Map min..max to -1..+1.
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//
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// See SDL's source:
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// https://github.com/libsdl-org/SDL/blob/f398d8a42422c049d77c744658f1cd2bb011ed4a/src/joystick/SDL_gamecontroller.c#L276
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// then simplify assuming output range -1..+1.
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//
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// Yields:
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scale := 2 / (max - min)
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offset := -(max + min) / (max - min)
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if tilda {
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scale = -scale
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offset = -offset
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}
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index, err := strconv.Atoi(numstr)
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if err != nil {
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return nil, err
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}
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return &mapping{
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Type: mappingTypeAxis,
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Index: index,
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AxisScale: scale,
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AxisOffset: offset,
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}, nil
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case str[0] == 'b':
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index, err := strconv.Atoi(str[1:])
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if err != nil {
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return nil, err
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}
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return &mapping{
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Type: mappingTypeButton,
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Index: index,
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}, nil
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case str[0] == 'h':
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tokens := strings.Split(str[1:], ".")
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if len(tokens) < 2 {
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return nil, fmt.Errorf("gamepaddb: unexpected hat: %s", str)
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}
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index, err := strconv.Atoi(tokens[0])
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if err != nil {
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return nil, err
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}
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hat, err := strconv.Atoi(tokens[1])
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if err != nil {
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return nil, err
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}
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return &mapping{
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Type: mappingTypeHat,
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Index: index,
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HatState: hat,
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}, nil
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}
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return nil, fmt.Errorf("gamepaddb: unepxected mapping: %s", str)
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}
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func toStandardGamepadButton(str string) (StandardButton, bool) {
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switch str {
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case "a":
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return StandardButtonRightBottom, true
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case "b":
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return StandardButtonRightRight, true
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case "x":
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return StandardButtonRightLeft, true
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case "y":
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return StandardButtonRightTop, true
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case "back":
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return StandardButtonCenterLeft, true
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case "start":
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return StandardButtonCenterRight, true
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case "guide":
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return StandardButtonCenterCenter, true
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case "leftshoulder":
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return StandardButtonFrontTopLeft, true
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case "rightshoulder":
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return StandardButtonFrontTopRight, true
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case "leftstick":
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return StandardButtonLeftStick, true
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case "rightstick":
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return StandardButtonRightStick, true
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case "dpup":
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return StandardButtonLeftTop, true
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case "dpright":
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return StandardButtonLeftRight, true
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case "dpdown":
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return StandardButtonLeftBottom, true
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case "dpleft":
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return StandardButtonLeftLeft, true
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case "lefttrigger":
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return StandardButtonFrontBottomLeft, true
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case "righttrigger":
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return StandardButtonFrontBottomRight, true
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default:
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return 0, false
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}
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}
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func toStandardGamepadAxis(str string) (StandardAxis, bool) {
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switch str {
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case "leftx":
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return StandardAxisLeftStickHorizontal, true
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case "lefty":
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return StandardAxisLeftStickVertical, true
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case "rightx":
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return StandardAxisRightStickHorizontal, true
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case "righty":
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return StandardAxisRightStickVertical, true
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default:
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return 0, false
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}
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}
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func buttonMappings(id string) map[StandardButton]*mapping {
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if m, ok := gamepadButtonMappings[id]; ok {
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return m
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}
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if currentPlatform == platformAndroid {
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if addAndroidDefaultMappings(id) {
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return gamepadButtonMappings[id]
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}
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}
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return nil
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}
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func axisMappings(id string) map[StandardAxis]*mapping {
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if m, ok := gamepadAxisMappings[id]; ok {
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return m
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}
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if currentPlatform == platformAndroid {
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if addAndroidDefaultMappings(id) {
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return gamepadAxisMappings[id]
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}
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}
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return nil
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}
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func HasStandardLayoutMapping(id string) bool {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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return buttonMappings(id) != nil || axisMappings(id) != nil
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}
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type GamepadState interface {
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Axis(index int) float64
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Button(index int) bool
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Hat(index int) int
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}
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func Name(id string) string {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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return gamepadNames[id]
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}
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func HasStandardAxis(id string, axis StandardAxis) bool {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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mappings := axisMappings(id)
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if mappings == nil {
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return false
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}
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mapping := mappings[axis]
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if mapping == nil {
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return false
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}
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return true
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}
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func AxisValue(id string, axis StandardAxis, state GamepadState) float64 {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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mappings := axisMappings(id)
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if mappings == nil {
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return 0
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}
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mapping := mappings[axis]
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if mapping == nil {
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return 0
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}
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switch mapping.Type {
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case mappingTypeAxis:
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v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(mapping.AxisOffset)
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if v > 1 {
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return 1
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} else if v < -1 {
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return -1
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}
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return v
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case mappingTypeButton:
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if state.Button(mapping.Index) {
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return 1
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} else {
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return -1
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}
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case mappingTypeHat:
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if state.Hat(mapping.Index)&mapping.HatState != 0 {
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return 1
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} else {
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return -1
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}
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}
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return 0
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}
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func HasStandardButton(id string, button StandardButton) bool {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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mappings := buttonMappings(id)
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if mappings == nil {
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return false
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}
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mapping := mappings[button]
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if mapping == nil {
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return false
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}
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return true
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}
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func ButtonValue(id string, button StandardButton, state GamepadState) float64 {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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return buttonValue(id, button, state)
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}
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func buttonValue(id string, button StandardButton, state GamepadState) float64 {
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mappings := buttonMappings(id)
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if mappings == nil {
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return 0
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}
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mapping := mappings[button]
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if mapping == nil {
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return 0
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}
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switch mapping.Type {
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case mappingTypeAxis:
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v := state.Axis(mapping.Index)*float64(mapping.AxisScale) + float64(mapping.AxisOffset)
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if v > 1 {
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v = 1
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} else if v < -1 {
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v = -1
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}
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// Adjust [-1, 1] to [0, 1]
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return (v + 1) / 2
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case mappingTypeButton:
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if state.Button(mapping.Index) {
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return 1
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}
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return 0
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case mappingTypeHat:
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if state.Hat(mapping.Index)&mapping.HatState != 0 {
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return 1
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}
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return 0
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}
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return 0
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}
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// ButtonPressedThreshold represents the value up to which a button counts as not yet pressed.
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// This has been set to match XInput's trigger dead zone.
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// See https://source.chromium.org/chromium/chromium/src/+/main:device/gamepad/public/cpp/gamepad.h;l=22-23;drc=6997f8a177359bb99598988ed5e900841984d242
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// Note: should be used with >, not >=, comparisons.
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const ButtonPressedThreshold = 30.0 / 255.0
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func IsButtonPressed(id string, button StandardButton, state GamepadState) bool {
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mappingsM.RLock()
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defer mappingsM.RUnlock()
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mappings, ok := gamepadButtonMappings[id]
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if !ok {
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return false
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}
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mapping := mappings[button]
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if mapping == nil {
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return false
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}
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switch mapping.Type {
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case mappingTypeAxis:
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v := buttonValue(id, button, state)
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return v > ButtonPressedThreshold
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case mappingTypeButton:
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return state.Button(mapping.Index)
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case mappingTypeHat:
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return state.Hat(mapping.Index)&mapping.HatState != 0
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}
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return false
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}
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// Update adds new gamepad mappings.
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// The string must be in the format of SDL_GameControllerDB.
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//
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// Update works atomically. If an error happens, nothing is updated.
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func Update(mappingData []byte) error {
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mappingsM.Lock()
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defer mappingsM.Unlock()
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buf := bytes.NewBuffer(mappingData)
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s := bufio.NewScanner(buf)
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type parsedLine struct {
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id string
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name string
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buttons map[StandardButton]*mapping
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axes map[StandardAxis]*mapping
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}
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var lines []parsedLine
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for s.Scan() {
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line := s.Text()
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id, name, buttons, axes, err := parseLine(line, currentPlatform)
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if err != nil {
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return err
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}
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if id != "" {
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lines = append(lines, parsedLine{
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id: id,
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name: name,
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buttons: buttons,
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axes: axes,
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})
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}
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}
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if err := s.Err(); err != nil {
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return err
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}
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for _, l := range lines {
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gamepadNames[l.id] = l.name
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gamepadButtonMappings[l.id] = l.buttons
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gamepadAxisMappings[l.id] = l.axes
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}
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return nil
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}
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func addAndroidDefaultMappings(id string) bool {
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// See https://github.com/libsdl-org/SDL/blob/120c76c84bbce4c1bfed4e9eb74e10678bd83120/src/joystick/SDL_gamecontroller.c#L468-L568
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const faceButtonMask = ((1 << SDLControllerButtonA) |
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(1 << SDLControllerButtonB) |
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(1 << SDLControllerButtonX) |
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(1 << SDLControllerButtonY))
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idBytes, err := hex.DecodeString(id)
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if err != nil {
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return false
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}
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buttonMask := uint16(idBytes[12]) | (uint16(idBytes[13]) << 8)
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axisMask := uint16(idBytes[14]) | (uint16(idBytes[15]) << 8)
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if buttonMask == 0 && axisMask == 0 {
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return false
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}
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if buttonMask&faceButtonMask == 0 {
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return false
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}
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gamepadButtonMappings[id] = map[StandardButton]*mapping{}
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gamepadAxisMappings[id] = map[StandardAxis]*mapping{}
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// For mappings, see mobile/ebitenmobileview/input_android.go.
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if buttonMask&(1<<SDLControllerButtonA) != 0 {
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gamepadButtonMappings[id][StandardButtonRightBottom] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonA,
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}
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}
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if buttonMask&(1<<SDLControllerButtonB) != 0 {
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gamepadButtonMappings[id][StandardButtonRightRight] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonB,
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}
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} else {
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// Use the back button as "B" for easy UI navigation with TV remotes.
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gamepadButtonMappings[id][StandardButtonRightRight] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonBack,
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}
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buttonMask &^= uint16(1) << SDLControllerButtonBack
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}
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if buttonMask&(1<<SDLControllerButtonX) != 0 {
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gamepadButtonMappings[id][StandardButtonRightLeft] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonX,
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}
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}
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if buttonMask&(1<<SDLControllerButtonY) != 0 {
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gamepadButtonMappings[id][StandardButtonRightTop] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonY,
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}
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}
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if buttonMask&(1<<SDLControllerButtonBack) != 0 {
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gamepadButtonMappings[id][StandardButtonCenterLeft] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonBack,
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}
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}
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if buttonMask&(1<<SDLControllerButtonGuide) != 0 {
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// TODO: If SDKVersion >= 30, add this code:
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//
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// gamepadButtonMappings[id][StandardButtonCenterCenter] = &mapping{
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// Type: mappingTypeButton,
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// Index: SDLControllerButtonGuide,
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// }
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}
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if buttonMask&(1<<SDLControllerButtonStart) != 0 {
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gamepadButtonMappings[id][StandardButtonCenterRight] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonStart,
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}
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}
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if buttonMask&(1<<SDLControllerButtonLeftStick) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftStick] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonLeftStick,
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}
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}
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if buttonMask&(1<<SDLControllerButtonRightStick) != 0 {
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gamepadButtonMappings[id][StandardButtonRightStick] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonRightStick,
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}
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}
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if buttonMask&(1<<SDLControllerButtonLeftShoulder) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontTopLeft] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonLeftShoulder,
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}
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}
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if buttonMask&(1<<SDLControllerButtonRightShoulder) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontTopRight] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonRightShoulder,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadUp) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftTop] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadUp,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadDown) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftBottom] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadDown,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadLeft) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftLeft] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadLeft,
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}
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}
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if buttonMask&(1<<SDLControllerButtonDpadRight) != 0 {
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gamepadButtonMappings[id][StandardButtonLeftRight] = &mapping{
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Type: mappingTypeButton,
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Index: SDLControllerButtonDpadRight,
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}
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}
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if axisMask&(1<<SDLControllerAxisLeftX) != 0 {
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gamepadAxisMappings[id][StandardAxisLeftStickHorizontal] = &mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisLeftX,
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AxisScale: 1,
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AxisOffset: 0,
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}
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}
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if axisMask&(1<<SDLControllerAxisLeftY) != 0 {
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gamepadAxisMappings[id][StandardAxisLeftStickVertical] = &mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisLeftY,
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AxisScale: 1,
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AxisOffset: 0,
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}
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}
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if axisMask&(1<<SDLControllerAxisRightX) != 0 {
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gamepadAxisMappings[id][StandardAxisRightStickHorizontal] = &mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisRightX,
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AxisScale: 1,
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AxisOffset: 0,
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}
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}
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if axisMask&(1<<SDLControllerAxisRightY) != 0 {
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gamepadAxisMappings[id][StandardAxisRightStickVertical] = &mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisRightY,
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AxisScale: 1,
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AxisOffset: 0,
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}
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}
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if axisMask&(1<<SDLControllerAxisTriggerLeft) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontBottomLeft] = &mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisTriggerLeft,
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AxisScale: 1,
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AxisOffset: 0,
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}
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}
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if axisMask&(1<<SDLControllerAxisTriggerRight) != 0 {
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gamepadButtonMappings[id][StandardButtonFrontBottomRight] = &mapping{
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Type: mappingTypeAxis,
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Index: SDLControllerAxisTriggerRight,
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AxisScale: 1,
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AxisOffset: 0,
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}
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}
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return true
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}
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