use fallback mapping from list

This commit is contained in:
Hondres 2016-01-27 12:18:34 +01:00
parent 285bcac224
commit e7b6e3f20b
3 changed files with 15 additions and 19 deletions

View File

@ -476,6 +476,7 @@ static const char *s_ControllerMappings [] =
#endif #endif
#if defined(__ANDROID__) #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,", "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 #endif
@ -855,6 +856,16 @@ 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. //Defaults to simple implementation for platforms with a fixed gamepad layout, like consoles.
bool InputDefault::is_joy_known(int p_device) { bool InputDefault::is_joy_known(int p_device) {
@ -867,25 +878,10 @@ String InputDefault::get_joy_guid(int p_device) const {
//platforms that use the remapping system can override and call to these ones //platforms that use the remapping system can override and call to these ones
bool InputDefault::is_joy_mapped(int p_device) { bool InputDefault::is_joy_mapped(int p_device) {
if (joy_names[p_device].mapping == fallback_mapping) int mapping = joy_names[p_device].mapping;
return false; return mapping != -1 ? (mapping == fallback_mapping) : false;
return joy_names[p_device].mapping != -1 ? true : false;
} }
String InputDefault::get_joy_guid_remapped(int p_device) const { String InputDefault::get_joy_guid_remapped(int p_device) const {
return joy_names[p_device].uid; return joy_names[p_device].uid;
} }
void InputDefault::set_fallback_mapping(String p_mapping) {
int prev_fallback = fallback_mapping;
parse_mapping(p_mapping);
fallback_mapping = map_db.size() -1;
for (int i = 0; i < joy_names.size(); i++) {
if (joy_names[i].mapping == prev_fallback) {
joy_names[i].mapping = fallback_mapping;
}
}
}

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@ -169,7 +169,7 @@ public:
bool is_joy_mapped(int p_device); bool is_joy_mapped(int p_device);
String get_joy_guid_remapped(int p_device) const; String get_joy_guid_remapped(int p_device) const;
void set_fallback_mapping(String p_mapping); void set_fallback_mapping(String p_guid);
InputDefault(); InputDefault();
}; };

View File

@ -178,7 +178,7 @@ void OS_Android::initialize(const VideoMode& p_desired,int p_video_driver,int p_
physics_2d_server->init(); physics_2d_server->init();
input = memnew( InputDefault ); input = memnew( InputDefault );
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,"); input->set_fallback_mapping("Default Android Gamepad");
} }
void OS_Android::set_main_loop( MainLoop * p_main_loop ) { void OS_Android::set_main_loop( MainLoop * p_main_loop ) {