Add the ability to get per-platform information for joypads.

This adds the ability for games to obtain platform-specific information about joypads such as their vendor/product ID, their XInput gamepad index or the real name of the device before it gets swapped out by the gamecontrollerdb's name.

This PR also includes a rebased version of #76045, this is because this PR is intended to be mainly to help people implementing Steam Input, as having the gamepad index is essential.
This commit is contained in:
Álex Román Núñez 2023-06-21 22:57:15 +02:00
parent a7583881af
commit 3aa340d081
5 changed files with 52 additions and 4 deletions

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@ -113,6 +113,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
ClassDB::bind_method(D_METHOD("get_joy_info", "device"), &Input::get_joy_info);
ClassDB::bind_method(D_METHOD("should_ignore_device", "vendor_id", "product_id"), &Input::should_ignore_device);
ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
@ -437,11 +438,12 @@ static String _hex_str(uint8_t p_byte) {
return ret;
}
void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) {
void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid, Dictionary p_joypad_info) {
_THREAD_SAFE_METHOD_
Joypad js;
js.name = p_connected ? p_name : "";
js.uid = p_connected ? p_guid : "";
js.info = p_connected ? p_joypad_info : Dictionary();
if (p_connected) {
String uidname = p_guid;
@ -1499,6 +1501,11 @@ String Input::get_joy_guid(int p_device) const {
return joy_names[p_device].uid;
}
Dictionary Input::get_joy_info(int p_device) const {
ERR_FAIL_COND_V(!joy_names.has(p_device), Dictionary());
return joy_names[p_device].info;
}
bool Input::should_ignore_device(int p_vendor_id, int p_product_id) const {
uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id);
return ignored_device_ids.has(full_id);

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@ -149,6 +149,7 @@ private:
HatMask last_hat = HatMask::CENTER;
int mapping = -1;
int hat_current = 0;
Dictionary info;
};
VelocityTrack mouse_velocity_track;
@ -276,7 +277,7 @@ public:
Vector2 get_joy_vibration_strength(int p_device);
float get_joy_vibration_duration(int p_device);
uint64_t get_joy_vibration_timestamp(int p_device);
void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "", Dictionary p_joypad_info = Dictionary());
Vector3 get_gravity() const;
Vector3 get_accelerometer() const;
@ -332,6 +333,7 @@ public:
bool is_joy_known(int p_device);
String get_joy_guid(int p_device) const;
bool should_ignore_device(int p_vendor_id, int p_product_id) const;
Dictionary get_joy_info(int p_device) const;
void set_fallback_mapping(String p_guid);
void flush_buffered_events();

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@ -121,6 +121,20 @@
Returns a SDL2-compatible device GUID on platforms that use gamepad remapping, e.g. [code]030000004c050000c405000000010000[/code]. Returns [code]"Default Gamepad"[/code] otherwise. Godot uses the [url=https://github.com/gabomdq/SDL_GameControllerDB]SDL2 game controller database[/url] to determine gamepad names and mappings based on this GUID.
</description>
</method>
<method name="get_joy_info" qualifiers="const">
<return type="Dictionary" />
<param index="0" name="device" type="int" />
<description>
Returns a dictionary with extra platform-specific information about the device, e.g. the raw gamepad name from the OS or the Steam Input index.
On Windows the dictionary contains the following fields:
[code]xinput_index[/code]: The index of the controller in the XInput system.
On Linux:
[code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database.
[code]vendor_id[/code]: The USB vendor ID of the device.
[code]product_id[/code]: The USB product ID of the device.
[code]steam_input_index[/code]: The Steam Input gamepad index, if the device is not a Steam Input device this key won't be present.
</description>
</method>
<method name="get_joy_name">
<return type="String" />
<param index="0" name="device" type="int" />

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@ -56,6 +56,14 @@
static const char *ignore_str = "/dev/input/js";
#endif
// On Linux with Steam Input Xbox 360 devices have an index appended to their device name, this index is
// the Steam Input gamepad index
#define VALVE_GAMEPAD_NAME_PREFIX "Microsoft X-Box 360 pad "
// IDs used by Steam Input virtual controllers.
// See https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices
#define VALVE_GAMEPAD_VID 0x28DE
#define VALVE_GAMEPAD_PID 0x11FF
JoypadLinux::Joypad::~Joypad() {
for (int i = 0; i < MAX_ABS; i++) {
if (abs_info[i]) {
@ -411,8 +419,23 @@ void JoypadLinux::open_joypad(const char *p_path) {
setup_joypad_properties(joypad);
sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0);
if (inpid.vendor && inpid.product && inpid.version) {
Dictionary joypad_info;
joypad_info["vendor_id"] = inpid.vendor;
joypad_info["product_id"] = inpid.product;
joypad_info["raw_name"] = name;
sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0);
input->joy_connection_changed(joy_num, true, name, uid);
if (inpid.vendor == VALVE_GAMEPAD_VID && inpid.product == VALVE_GAMEPAD_PID) {
if (name.begins_with(VALVE_GAMEPAD_NAME_PREFIX)) {
String idx_str = name.substr(strlen(VALVE_GAMEPAD_NAME_PREFIX));
if (idx_str.is_valid_int()) {
joypad_info["steam_input_index"] = idx_str.to_int();
}
}
}
input->joy_connection_changed(joy_num, true, name, uid, joypad_info);
} else {
String uidname = uid;
int uidlen = MIN(name.length(), 11);

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@ -318,7 +318,9 @@ void JoypadWindows::probe_joypads() {
x_joypads[i].ff_end_timestamp = 0;
x_joypads[i].vibrating = false;
attached_joypads[id] = true;
input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__");
Dictionary joypad_info;
joypad_info["xinput_index"] = (int)i;
input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__", joypad_info);
}
} else if (x_joypads[i].attached) {
x_joypads[i].attached = false;