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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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+
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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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+
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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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+
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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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+
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