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| author | hondres | 2016-01-24 05:11:59 +0100 |
|---|---|---|
| committer | hondres | 2016-01-24 05:29:09 +0100 |
| commit | e7c920fdbabd65a86864ec9610f895bee82f05ba (patch) | |
| tree | d97aa6da8b4ff05a1164d0bdeadff4c83b3be1cd /main | |
| parent | 6c27df8df609337867c108c5adb66174393e190b (diff) | |
| download | godot-e7c920fdbabd65a86864ec9610f895bee82f05ba.tar.gz godot-e7c920fdbabd65a86864ec9610f895bee82f05ba.tar.zst godot-e7c920fdbabd65a86864ec9610f895bee82f05ba.zip | |
support gamepad remapping on android
Diffstat (limited to 'main')
| -rw-r--r-- | main/input_default.cpp | 14 | ||||
| -rw-r--r-- | main/input_default.h | 4 |
2 files changed, 16 insertions, 2 deletions
diff --git a/main/input_default.cpp b/main/input_default.cpp index 4e5d753ea..bafc227fb 100644 --- a/main/input_default.cpp +++ b/main/input_default.cpp @@ -164,6 +164,12 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_ //printf("found mapping\n"); }; }; +#ifdef ANDROID_ENABLED + //Use a default mapping for Android, as we recieve events using indices of a SDL_GAMECONTROLLER. + //So we need to map those to our own joystick layout + if (mapping == -1) + mapping = 0; +#endif js.mapping = mapping; }; joy_names[p_idx] = js; @@ -513,6 +519,10 @@ InputDefault::InputDefault() { hat_map_default[HAT_LEFT].index = JOY_DPAD_LEFT; hat_map_default[HAT_LEFT].value = 0; +#ifdef ANDROID_ENABLED + //add the default mapping first, in case someone actually sets the env variable on their phone + parse_mapping("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,"); +#endif String env_mapping = OS::get_singleton()->get_environment("SDL_GAMECONTROLLERCONFIG"); if (env_mapping != "") { @@ -865,6 +875,10 @@ 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) { +#ifdef ANDROID_ENABLED + if (joy_names[p_device].mapping == 0) + return false; +#endif return joy_names[p_device].mapping != -1 ? true : false; } diff --git a/main/input_default.h b/main/input_default.h index a75865e0c..a417713a8 100644 --- a/main/input_default.h +++ b/main/input_default.h @@ -36,7 +36,7 @@ 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 +50,7 @@ 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; } |
