Merge pull request #3428 from Hinsbart/android-gamepad

support gamepad remapping on android
This commit is contained in:
punto-
2016-02-08 20:09:02 -03:00
11 changed files with 701 additions and 180 deletions

View File

@@ -157,7 +157,7 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_
};
js.uid = uidname;
//printf("looking for mappings for guid %ls\n", uidname.c_str());
int mapping = -1;
int mapping = fallback_mapping;
for (int i=0; i < map_db.size(); i++) {
if (js.uid == map_db[i].uid) {
mapping = i;
@@ -499,6 +499,7 @@ static const char *s_ControllerMappings [] =
#endif
#if defined(__ANDROID__)
"Default Android Gamepad,Default Controller,leftx:a0,lefty:a1,dpdown:h0.4,rightstick:b8,rightshoulder:b10,rightx:a2,start:b6,righty:a3,dpleft:h0.8,lefttrigger:a4,x:b2,dpup:h0.1,back:b4,leftstick:b7,leftshoulder:b9,y:b3,a:b0,dpright:h0.2,righttrigger:a5,b:b1,",
"4e564944494120436f72706f72617469,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,",
#endif
@@ -536,6 +537,8 @@ InputDefault::InputDefault() {
hat_map_default[HAT_LEFT].index = JOY_DPAD_LEFT;
hat_map_default[HAT_LEFT].value = 0;
fallback_mapping = -1;
String env_mapping = OS::get_singleton()->get_environment("SDL_GAMECONTROLLERCONFIG");
if (env_mapping != "") {
@@ -876,6 +879,16 @@ void InputDefault::remove_joy_mapping(String p_guid) {
}
}
void InputDefault::set_fallback_mapping(String p_guid) {
for (int i = 0; i < map_db.size(); i++) {
if (map_db[i].uid == p_guid) {
fallback_mapping = i;
return;
}
}
}
//Defaults to simple implementation for platforms with a fixed gamepad layout, like consoles.
bool InputDefault::is_joy_known(int p_device) {
@@ -888,10 +901,10 @@ String InputDefault::get_joy_guid(int p_device) const {
//platforms that use the remapping system can override and call to these ones
bool InputDefault::is_joy_mapped(int p_device) {
return joy_names[p_device].mapping != -1 ? true : false;
int mapping = joy_names[p_device].mapping;
return mapping != -1 ? (mapping == fallback_mapping) : false;
}
String InputDefault::get_joy_guid_remapped(int p_device) const {
return joy_names[p_device].uid;
}

View File

@@ -18,7 +18,6 @@ class InputDefault : public Input {
MainLoop *main_loop;
bool emulate_touch;
struct SpeedTrack {
uint64_t last_tick;
@@ -36,7 +35,7 @@ class InputDefault : public Input {
struct Joystick {
StringName name;
StringName uid;
bool last_buttons[JOY_BUTTON_MAX + 2]; //html5 needs support for 18 buttons to map some devices correctly
bool last_buttons[JOY_BUTTON_MAX + 19]; //apparently SDL specifies 35 possible buttons on android
float last_axis[JOY_AXIS_MAX];
float filter;
int last_hat;
@@ -50,7 +49,7 @@ class InputDefault : public Input {
last_axis[i] = 0.0f;
}
for (int i = 0; i < JOY_BUTTON_MAX + 2; i++) {
for (int i = 0; i < JOY_BUTTON_MAX + 19; i++) {
last_buttons[i] = false;
}
@@ -62,6 +61,7 @@ class InputDefault : public Input {
SpeedTrack mouse_speed_track;
Map<int, Joystick> joy_names;
int fallback_mapping;
RES custom_cursor;
public:
enum HatMask {
@@ -169,7 +169,7 @@ public:
bool is_joy_mapped(int p_device);
String get_joy_guid_remapped(int p_device) const;
void set_fallback_mapping(String p_guid);
InputDefault();
};