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.
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@ -113,6 +113,7 @@ void Input::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
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ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
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ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
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ClassDB::bind_method(D_METHOD("get_joy_info", "device"), &Input::get_joy_info);
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ClassDB::bind_method(D_METHOD("should_ignore_device", "vendor_id", "product_id"), &Input::should_ignore_device);
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ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
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ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
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@ -437,11 +438,12 @@ static String _hex_str(uint8_t p_byte) {
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return ret;
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}
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void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid) {
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void Input::joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid, Dictionary p_joypad_info) {
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_THREAD_SAFE_METHOD_
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Joypad js;
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js.name = p_connected ? p_name : "";
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js.uid = p_connected ? p_guid : "";
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js.info = p_connected ? p_joypad_info : Dictionary();
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if (p_connected) {
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String uidname = p_guid;
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@ -1499,6 +1501,11 @@ String Input::get_joy_guid(int p_device) const {
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return joy_names[p_device].uid;
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}
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Dictionary Input::get_joy_info(int p_device) const {
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ERR_FAIL_COND_V(!joy_names.has(p_device), Dictionary());
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return joy_names[p_device].info;
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}
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bool Input::should_ignore_device(int p_vendor_id, int p_product_id) const {
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uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id);
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return ignored_device_ids.has(full_id);
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@ -149,6 +149,7 @@ private:
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HatMask last_hat = HatMask::CENTER;
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int mapping = -1;
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int hat_current = 0;
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Dictionary info;
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};
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VelocityTrack mouse_velocity_track;
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@ -276,7 +277,7 @@ public:
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Vector2 get_joy_vibration_strength(int p_device);
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float get_joy_vibration_duration(int p_device);
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uint64_t get_joy_vibration_timestamp(int p_device);
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void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
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void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "", Dictionary p_joypad_info = Dictionary());
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Vector3 get_gravity() const;
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Vector3 get_accelerometer() const;
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@ -332,6 +333,7 @@ public:
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bool is_joy_known(int p_device);
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String get_joy_guid(int p_device) const;
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bool should_ignore_device(int p_vendor_id, int p_product_id) const;
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Dictionary get_joy_info(int p_device) const;
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void set_fallback_mapping(String p_guid);
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void flush_buffered_events();
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@ -121,6 +121,20 @@
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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.
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</description>
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</method>
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<method name="get_joy_info" qualifiers="const">
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<return type="Dictionary" />
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<param index="0" name="device" type="int" />
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<description>
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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.
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On Windows the dictionary contains the following fields:
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[code]xinput_index[/code]: The index of the controller in the XInput system.
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On Linux:
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[code]raw_name[/code]: The name of the controller as it came from the OS, before getting renamed by the godot controller database.
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[code]vendor_id[/code]: The USB vendor ID of the device.
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[code]product_id[/code]: The USB product ID of the device.
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[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.
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</description>
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</method>
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<method name="get_joy_name">
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<return type="String" />
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<param index="0" name="device" type="int" />
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@ -56,6 +56,14 @@
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static const char *ignore_str = "/dev/input/js";
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#endif
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// On Linux with Steam Input Xbox 360 devices have an index appended to their device name, this index is
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// the Steam Input gamepad index
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#define VALVE_GAMEPAD_NAME_PREFIX "Microsoft X-Box 360 pad "
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// IDs used by Steam Input virtual controllers.
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// See https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices
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#define VALVE_GAMEPAD_VID 0x28DE
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#define VALVE_GAMEPAD_PID 0x11FF
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JoypadLinux::Joypad::~Joypad() {
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for (int i = 0; i < MAX_ABS; i++) {
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if (abs_info[i]) {
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@ -411,8 +419,23 @@ void JoypadLinux::open_joypad(const char *p_path) {
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setup_joypad_properties(joypad);
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sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0);
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if (inpid.vendor && inpid.product && inpid.version) {
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Dictionary joypad_info;
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joypad_info["vendor_id"] = inpid.vendor;
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joypad_info["product_id"] = inpid.product;
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joypad_info["raw_name"] = name;
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sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0);
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input->joy_connection_changed(joy_num, true, name, uid);
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if (inpid.vendor == VALVE_GAMEPAD_VID && inpid.product == VALVE_GAMEPAD_PID) {
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if (name.begins_with(VALVE_GAMEPAD_NAME_PREFIX)) {
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String idx_str = name.substr(strlen(VALVE_GAMEPAD_NAME_PREFIX));
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if (idx_str.is_valid_int()) {
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joypad_info["steam_input_index"] = idx_str.to_int();
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}
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}
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}
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input->joy_connection_changed(joy_num, true, name, uid, joypad_info);
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} else {
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String uidname = uid;
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int uidlen = MIN(name.length(), 11);
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@ -318,7 +318,9 @@ void JoypadWindows::probe_joypads() {
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x_joypads[i].ff_end_timestamp = 0;
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x_joypads[i].vibrating = false;
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attached_joypads[id] = true;
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input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__");
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Dictionary joypad_info;
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joypad_info["xinput_index"] = (int)i;
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input->joy_connection_changed(id, true, "XInput Gamepad", "__XINPUT_DEVICE__", joypad_info);
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}
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} else if (x_joypads[i].attached) {
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x_joypads[i].attached = false;
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