can use fallback mapping on all platforms
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parent
e7c920fdba
commit
285bcac224
3 changed files with 20 additions and 17 deletions
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@ -157,19 +157,13 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_
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};
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js.uid = uidname;
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//printf("looking for mappings for guid %ls\n", uidname.c_str());
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int mapping = -1;
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int mapping = fallback_mapping;
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for (int i=0; i < map_db.size(); i++) {
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if (js.uid == map_db[i].uid) {
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mapping = i;
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//printf("found mapping\n");
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};
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};
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#ifdef ANDROID_ENABLED
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//Use a default mapping for Android, as we recieve events using indices of a SDL_GAMECONTROLLER.
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//So we need to map those to our own joystick layout
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if (mapping == -1)
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mapping = 0;
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#endif
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js.mapping = mapping;
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};
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joy_names[p_idx] = js;
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@ -519,10 +513,8 @@ InputDefault::InputDefault() {
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hat_map_default[HAT_LEFT].index = JOY_DPAD_LEFT;
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hat_map_default[HAT_LEFT].value = 0;
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#ifdef ANDROID_ENABLED
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//add the default mapping first, in case someone actually sets the env variable on their phone
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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,");
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#endif
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fallback_mapping = -1;
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String env_mapping = OS::get_singleton()->get_environment("SDL_GAMECONTROLLERCONFIG");
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if (env_mapping != "") {
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@ -875,10 +867,8 @@ String InputDefault::get_joy_guid(int p_device) const {
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//platforms that use the remapping system can override and call to these ones
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bool InputDefault::is_joy_mapped(int p_device) {
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#ifdef ANDROID_ENABLED
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if (joy_names[p_device].mapping == 0)
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if (joy_names[p_device].mapping == fallback_mapping)
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return false;
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#endif
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return joy_names[p_device].mapping != -1 ? true : false;
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}
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@ -886,3 +876,16 @@ String InputDefault::get_joy_guid_remapped(int p_device) const {
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return joy_names[p_device].uid;
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}
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void InputDefault::set_fallback_mapping(String p_mapping) {
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int prev_fallback = fallback_mapping;
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parse_mapping(p_mapping);
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fallback_mapping = map_db.size() -1;
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for (int i = 0; i < joy_names.size(); i++) {
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if (joy_names[i].mapping == prev_fallback) {
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joy_names[i].mapping = fallback_mapping;
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}
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}
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}
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@ -18,7 +18,6 @@ class InputDefault : public Input {
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MainLoop *main_loop;
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bool emulate_touch;
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struct SpeedTrack {
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uint64_t last_tick;
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@ -62,6 +61,7 @@ class InputDefault : public Input {
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SpeedTrack mouse_speed_track;
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Map<int, Joystick> joy_names;
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int fallback_mapping;
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RES custom_cursor;
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public:
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enum HatMask {
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@ -169,7 +169,7 @@ public:
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bool is_joy_mapped(int p_device);
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String get_joy_guid_remapped(int p_device) const;
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void set_fallback_mapping(String p_mapping);
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InputDefault();
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};
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@ -178,7 +178,7 @@ void OS_Android::initialize(const VideoMode& p_desired,int p_video_driver,int p_
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physics_2d_server->init();
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input = memnew( InputDefault );
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input->set_fallback_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,");
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}
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void OS_Android::set_main_loop( MainLoop * p_main_loop ) {
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