Bladeren bron

[HTML5] Custom Gamepad library to allow remapping.

No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
Fabio Alessandrelli 4 jaren geleden
bovenliggende
commit
bab20c6e09

+ 14 - 7
core/input/godotcontrollerdb.txt

@@ -8,13 +8,20 @@ __XINPUT_DEVICE__,XInput Gamepad,a:b12,b:b13,x:b14,y:b15,start:b4,back:b5,leftst
 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,platform:Android,
 
 # Javascript
-Default HTML5 Gamepad, Default Mapping,leftx:a0,lefty:a1,dpdown:b13,rightstick:b11,rightshoulder:b5,rightx:a2,start:b9,righty:a3,dpleft:b14,lefttrigger:a6,x:b2,dpup:b12,back:b8,leftstick:b10,leftshoulder:b4,y:b3,a:b0,dpright:b15,righttrigger:a7,b:b1,platform:Javascript,
-c2a94d6963726f736f66742058626f78,Wireless X360 Controller,leftx:a0,lefty:a1,dpdown:b14,rightstick:b10,rightshoulder:b5,rightx:a3,start:b7,righty:a4,dpleft:b11,lefttrigger:a2,x:b2,dpup:b13,back:b6,leftstick:b9,leftshoulder:b4,y:b3,a:b0,dpright:b12,righttrigger:a5,b:b1,platform:Javascript,
-303534632d303563342d576972656c65,PS4 Controller USB/Win,leftx:a0,lefty:a1,dpdown:b15,rightstick:b11,rightshoulder:b5,rightx:a2,start:b9,righty:a5,lefttrigger:a3,x:b0,dpup:b14,dpleft:b16,dpright:b17,back:b8,leftstick:b10,leftshoulder:b4,y:b3,a:b1,righttrigger:b7,b:b2,platform:Javascript,
-303534632d303563342d536f6e792043,PS4 Controller USB/Linux,leftx:a0,lefty:a1,dpdown:a7,rightstick:b11,rightshoulder:b5,rightx:a2,start:b9,righty:a5,dpleft:a6,lefttrigger:a3,x:b0,dpup:a7,back:b8,leftstick:b10,leftshoulder:b4,y:b3,a:b1,dpright:a6,righttrigger:a4,b:b2,platform:Javascript,
-303534632d303236382d536f6e792050,PS3 Controller USB/Linux,leftx:a0,lefty:a1,dpdown:b6,rightstick:b2,rightshoulder:b11,rightx:a2,start:b3,righty:a3,dpleft:b7,lefttrigger:b8,x:b15,dpup:b4,back:b0,leftstick:b1,leftshoulder:b10,y:b12,a:b14,dpright:b5,righttrigger:b9,b:b13,platform:Javascript,
-303435652d303731392d58626f782033,Wireless X360 Controller,leftx:a0,lefty:a1,dpdown:b14,rightstick:b10,rightshoulder:b5,rightx:a3,start:b7,righty:a4,dpleft:b11,lefttrigger:a2,x:b2,dpup:b13,back:b6,leftstick:b9,leftshoulder:b4,y:b3,a:b0,dpright:b12,righttrigger:a5,b:b1,platform:Javascript,
-303435652d303238652d4d6963726f73,Wired X360 Controller,leftx:a0,lefty:a1,dpdown:a7,rightstick:b10,rightshoulder:b5,rightx:a3,start:b7,righty:a4,dpleft:a6,lefttrigger:a2,x:b2,dpup:a7,back:b6,leftstick:b9,leftshoulder:b4,y:b3,a:b0,dpright:a6,righttrigger:a5,b:b1,platform:Javascript,
+standard,Standard Gamepad Mapping,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a6,righttrigger:a7,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b8,start:b9,leftstick:b10,rightstick:b11,dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,guide:b16,leftstick:b10,rightstick:b11,platform:Javascript,
+Linux24c6581a,PowerA Xbox One Cabled,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
+Linux0e6f0301,Logic 3 Controller (xbox compatible),a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
+Linux045e028e,Microsoft X-Box 360 pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
+Linux045e02d1,Microsoft X-Box One pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
+Linux045e02ea,Microsoft X-Box One S pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
+Linux045e0b12,Microsoft X-Box Series X pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Javascript,
+Linux044fb315,Thrustmaster dual analog 3.2,a:b0,b:b2,y:b3,x:b1,start:b9,back:b8,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b6,dpup:-a5,dpleft:-a4,dpdown:+a5,dpright:+a4,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b5,righttrigger:b7,platform:Javascript,
+Linux0e8f0003,PS3 Controller,a:b2,b:b1,back:b8,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Javascript,
+MacOSX24c6581a,PowerA Xbox One Cabled,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
+MacOSX045e028e,Xbox 360 Wired Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
+MacOSX045e02d1,Xbox One Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
+MacOSX045e02ea,Xbox One S Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
+MacOSX045e0b12,Xbox Series X Controller,a:b11,b:b12,y:b14,x:b13,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpleft:b2,dpdown:b1,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Javascript
 
 # UWP
 __UWP_GAMEPAD__,Xbox Controller,a:b2,b:b3,x:b4,y:b5,start:b0,back:b1,leftstick:b12,rightstick:b13,leftshoulder:b10,rightshoulder:b11,dpup:b6,dpdown:b7,dpleft:b8,dpright:b9,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:UWP,

+ 35 - 45
platform/javascript/display_server_javascript.cpp

@@ -558,57 +558,51 @@ bool DisplayServerJavaScript::screen_is_touchscreen(int p_screen) const {
 }
 
 // Gamepad
-
-EM_BOOL DisplayServerJavaScript::gamepad_change_callback(int p_event_type, const EmscriptenGamepadEvent *p_event, void *p_user_data) {
+void DisplayServerJavaScript::gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid) {
 	Input *input = Input::get_singleton();
-	if (p_event_type == EMSCRIPTEN_EVENT_GAMEPADCONNECTED) {
-		String guid = "";
-		if (String::utf8(p_event->mapping) == "standard")
-			guid = "Default HTML5 Gamepad";
-		input->joy_connection_changed(p_event->index, true, String::utf8(p_event->id), guid);
+	if (p_connected) {
+		input->joy_connection_changed(p_index, true, String::utf8(p_id), String::utf8(p_guid));
 	} else {
-		input->joy_connection_changed(p_event->index, false, "");
+		input->joy_connection_changed(p_index, false, "");
 	}
-	return true;
 }
 
 void DisplayServerJavaScript::process_joypads() {
-	int joypad_count = emscripten_get_num_gamepads();
 	Input *input = Input::get_singleton();
-	for (int joypad = 0; joypad < joypad_count; joypad++) {
-		EmscriptenGamepadEvent state;
-		EMSCRIPTEN_RESULT query_result = emscripten_get_gamepad_status(joypad, &state);
-		// Chromium reserves gamepads slots, so NO_DATA is an expected result.
-		ERR_CONTINUE(query_result != EMSCRIPTEN_RESULT_SUCCESS &&
-					 query_result != EMSCRIPTEN_RESULT_NO_DATA);
-		if (query_result == EMSCRIPTEN_RESULT_SUCCESS && state.connected) {
-			int button_count = MIN(state.numButtons, 18);
-			int axis_count = MIN(state.numAxes, 8);
-			for (int button = 0; button < button_count; button++) {
-				float value = state.analogButton[button];
-				input->joy_button(joypad, button, value);
-			}
-			for (int axis = 0; axis < axis_count; axis++) {
+	int32_t pads = godot_js_display_gamepad_sample_count();
+	int32_t s_btns_num = 0;
+	int32_t s_axes_num = 0;
+	int32_t s_standard = 0;
+	float s_btns[16];
+	float s_axes[10];
+	for (int idx = 0; idx < pads; idx++) {
+		int err = godot_js_display_gamepad_sample_get(idx, s_btns, &s_btns_num, s_axes, &s_axes_num, &s_standard);
+		if (err) {
+			continue;
+		}
+		for (int b = 0; b < s_btns_num; b++) {
+			float value = s_btns[b];
+			// Buttons 6 and 7 in the standard mapping need to be
+			// axis to be handled as JOY_AXIS_TRIGGER by Godot.
+			if (s_standard && (b == 6 || b == 7)) {
 				Input::JoyAxis joy_axis;
-				joy_axis.min = -1;
-				joy_axis.value = state.axis[axis];
-				input->joy_axis(joypad, axis, joy_axis);
+				joy_axis.min = 0;
+				joy_axis.value = value;
+				int a = b == 6 ? JOY_AXIS_TRIGGER_LEFT : JOY_AXIS_TRIGGER_RIGHT;
+				input->joy_axis(idx, a, joy_axis);
+			} else {
+				input->joy_button(idx, b, value);
 			}
 		}
+		for (int a = 0; a < s_axes_num; a++) {
+			Input::JoyAxis joy_axis;
+			joy_axis.min = -1;
+			joy_axis.value = s_axes[a];
+			input->joy_axis(idx, a, joy_axis);
+		}
 	}
 }
 
-#if 0
-bool DisplayServerJavaScript::is_joy_known(int p_device) {
-	return Input::get_singleton()->is_joy_mapped(p_device);
-}
-
-
-String DisplayServerJavaScript::get_joy_guid(int p_device) const {
-	return Input::get_singleton()->get_joy_guid_remapped(p_device);
-}
-#endif
-
 Vector<String> DisplayServerJavaScript::get_rendering_drivers_func() {
 	Vector<String> drivers;
 	drivers.push_back("dummy");
@@ -766,9 +760,6 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
 #define SET_EM_WINDOW_CALLBACK(ev, cb)                                                         \
 	result = emscripten_set_##ev##_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, NULL, false, &cb); \
 	EM_CHECK(ev)
-#define SET_EM_CALLBACK_NOTARGET(ev, cb)                         \
-	result = emscripten_set_##ev##_callback(nullptr, true, &cb); \
-	EM_CHECK(ev)
 	// These callbacks from Emscripten's html5.h suffice to access most
 	// JavaScript APIs.
 	SET_EM_CALLBACK(canvas_id, mousedown, mouse_button_callback)
@@ -783,9 +774,6 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
 	SET_EM_CALLBACK(canvas_id, keypress, keypress_callback)
 	SET_EM_CALLBACK(canvas_id, keyup, keyup_callback)
 	SET_EM_CALLBACK(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, fullscreenchange, fullscreen_change_callback)
-	SET_EM_CALLBACK_NOTARGET(gamepadconnected, gamepad_change_callback)
-	SET_EM_CALLBACK_NOTARGET(gamepaddisconnected, gamepad_change_callback)
-#undef SET_EM_CALLBACK_NOTARGET
 #undef SET_EM_CALLBACK
 #undef EM_CHECK
 
@@ -798,6 +786,7 @@ DisplayServerJavaScript::DisplayServerJavaScript(const String &p_rendering_drive
 			WINDOW_EVENT_FOCUS_OUT);
 	godot_js_display_paste_cb(update_clipboard_callback);
 	godot_js_display_drop_files_cb(drop_files_js_callback);
+	godot_js_display_gamepad_cb(&DisplayServerJavaScript::gamepad_callback);
 
 	Input::get_singleton()->set_event_dispatch_function(_dispatch_input_event);
 }
@@ -1026,8 +1015,9 @@ bool DisplayServerJavaScript::can_any_window_draw() const {
 }
 
 void DisplayServerJavaScript::process_events() {
-	if (emscripten_sample_gamepad_data() == EMSCRIPTEN_RESULT_SUCCESS)
+	if (godot_js_display_gamepad_sample() == OK) {
 		process_joypads();
+	}
 }
 
 int DisplayServerJavaScript::get_current_video_driver() const {

+ 1 - 1
platform/javascript/display_server_javascript.h

@@ -86,7 +86,7 @@ private:
 	static EM_BOOL touch_press_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
 	static EM_BOOL touchmove_callback(int p_event_type, const EmscriptenTouchEvent *p_event, void *p_user_data);
 
-	static EM_BOOL gamepad_change_callback(int p_event_type, const EmscriptenGamepadEvent *p_event, void *p_user_data);
+	static void gamepad_callback(int p_index, int p_connected, const char *p_id, const char *p_guid);
 	void process_joypads();
 
 	static Vector<String> get_rendering_drivers_func();

+ 6 - 0
platform/javascript/godot_js.h

@@ -76,6 +76,12 @@ extern int godot_js_display_cursor_is_hidden();
 extern void godot_js_display_cursor_set_custom_shape(const char *p_shape, const uint8_t *p_ptr, int p_len, int p_hotspot_x, int p_hotspot_y);
 extern void godot_js_display_cursor_set_visible(int p_visible);
 
+// Display gamepad
+extern char *godot_js_display_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));
+extern int godot_js_display_gamepad_sample();
+extern int godot_js_display_gamepad_sample_count();
+extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int32_t *r_btns_num, float r_axes[10], int32_t *r_axes_num, int32_t *r_standard);
+
 // Display listeners
 extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
 extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));

+ 171 - 1
platform/javascript/js/libs/library_godot_display.js

@@ -269,13 +269,140 @@ const GodotDisplayCursor = {
 };
 mergeInto(LibraryManager.library, GodotDisplayCursor);
 
+/*
+ * Display Gamepad API helper.
+ */
+const GodotDisplayGamepads = {
+	$GodotDisplayGamepads__deps: ['$GodotRuntime', '$GodotDisplayListeners'],
+	$GodotDisplayGamepads: {
+		samples: [],
+
+		get_pads: function () {
+			try {
+				// Will throw in iframe when permission is denied.
+				// Will throw/warn in the future for insecure contexts.
+				// See https://github.com/w3c/gamepad/pull/120
+				const pads = navigator.getGamepads();
+				if (pads) {
+					return pads;
+				}
+				return [];
+			} catch (e) {
+				return [];
+			}
+		},
+
+		get_samples: function () {
+			return GodotDisplayGamepads.samples;
+		},
+
+		get_sample: function (index) {
+			const samples = GodotDisplayGamepads.samples;
+			return index < samples.length ? samples[index] : null;
+		},
+
+		sample: function () {
+			const pads = GodotDisplayGamepads.get_pads();
+			const samples = [];
+			for (let i = 0; i < pads.length; i++) {
+				const pad = pads[i];
+				if (!pad) {
+					samples.push(null);
+					continue;
+				}
+				const s = {
+					standard: pad.mapping === 'standard',
+					buttons: [],
+					axes: [],
+					connected: pad.connected,
+				};
+				for (let b = 0; b < pad.buttons.length; b++) {
+					s.buttons.push(pad.buttons[b].value);
+				}
+				for (let a = 0; a < pad.axes.length; a++) {
+					s.axes.push(pad.axes[a]);
+				}
+				samples.push(s);
+			}
+			GodotDisplayGamepads.samples = samples;
+		},
+
+		init: function (onchange) {
+			GodotDisplayListeners.samples = [];
+			function add(pad) {
+				const guid = GodotDisplayGamepads.get_guid(pad);
+				const c_id = GodotRuntime.allocString(pad.id);
+				const c_guid = GodotRuntime.allocString(guid);
+				onchange(pad.index, 1, c_id, c_guid);
+				GodotRuntime.free(c_id);
+				GodotRuntime.free(c_guid);
+			}
+			const pads = GodotDisplayGamepads.get_pads();
+			for (let i = 0; i < pads.length; i++) {
+				// Might be reserved space.
+				if (pads[i]) {
+					add(pads[i]);
+				}
+			}
+			GodotDisplayListeners.add(window, 'gamepadconnected', function (evt) {
+				add(evt.gamepad);
+			}, false);
+			GodotDisplayListeners.add(window, 'gamepaddisconnected', function (evt) {
+				onchange(evt.gamepad.index, 0);
+			}, false);
+		},
+
+		get_guid: function (pad) {
+			if (pad.mapping) {
+				return pad.mapping;
+			}
+			const ua = navigator.userAgent;
+			let os = 'Unknown';
+			if (ua.indexOf('Android') >= 0) {
+				os = 'Android';
+			} else if (ua.indexOf('Linux') >= 0) {
+				os = 'Linux';
+			} else if (ua.indexOf('iPhone') >= 0) {
+				os = 'iOS';
+			} else if (ua.indexOf('Macintosh') >= 0) {
+				// Updated iPads will fall into this category.
+				os = 'MacOSX';
+			} else if (ua.indexOf('Windows') >= 0) {
+				os = 'Windows';
+			}
+
+			const id = pad.id;
+			// Chrom* style: NAME (Vendor: xxxx Product: xxxx)
+			const exp1 = /vendor: ([0-9a-f]{4}) product: ([0-9a-f]{4})/i;
+			// Firefox/Safari style (safari may remove leading zeores)
+			const exp2 = /^([0-9a-f]+)-([0-9a-f]+)-/i;
+			let vendor = '';
+			let product = '';
+			if (exp1.test(id)) {
+				const match = exp1.exec(id);
+				vendor = match[1].padStart(4, '0');
+				product = match[2].padStart(4, '0');
+			} else if (exp2.test(id)) {
+				const match = exp2.exec(id);
+				vendor = match[1].padStart(4, '0');
+				product = match[2].padStart(4, '0');
+			}
+			if (!vendor || !product) {
+				return `${os}Unknown`;
+			}
+			return os + vendor + product;
+		},
+	},
+};
+mergeInto(LibraryManager.library, GodotDisplayGamepads);
+
 /**
  * Display server interface.
  *
  * Exposes all the functions needed by DisplayServer implementation.
  */
 const GodotDisplay = {
-	$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop'],
+	$GodotDisplay__deps: ['$GodotConfig', '$GodotRuntime', '$GodotDisplayCursor', '$GodotDisplayListeners', '$GodotDisplayDragDrop', '$GodotDisplayGamepads'],
 	$GodotDisplay: {
 		window_icon: '',
 	},
@@ -491,6 +618,49 @@ const GodotDisplay = {
 		}, false);
 		GodotDisplayListeners.add(canvas, 'drop', GodotDisplayDragDrop.handler(dropFiles));
 	},
+
+	/*
+	 * Gamepads
+	 */
+	godot_js_display_gamepad_cb__sig: 'vi',
+	godot_js_display_gamepad_cb: function (change_cb) {
+		const onchange = GodotRuntime.get_func(change_cb);
+		GodotDisplayGamepads.init(onchange);
+	},
+
+	godot_js_display_gamepad_sample_count__sig: 'i',
+	godot_js_display_gamepad_sample_count: function () {
+		return GodotDisplayGamepads.get_samples().length;
+	},
+
+	godot_js_display_gamepad_sample__sig: 'i',
+	godot_js_display_gamepad_sample: function () {
+		GodotDisplayGamepads.sample();
+		return 0;
+	},
+
+	godot_js_display_gamepad_sample_get__sig: 'iiiiiii',
+	godot_js_display_gamepad_sample_get: function (p_index, r_btns, r_btns_num, r_axes, r_axes_num, r_standard) {
+		const sample = GodotDisplayGamepads.get_sample(p_index);
+		if (!sample || !sample.connected) {
+			return 1;
+		}
+		const btns = sample.buttons;
+		const btns_len = btns.length < 16 ? btns.length : 16;
+		for (let i = 0; i < btns_len; i++) {
+			GodotRuntime.setHeapValue(r_btns + (i << 2), btns[i], 'float');
+		}
+		GodotRuntime.setHeapValue(r_btns_num, btns_len, 'i32');
+		const axes = sample.axes;
+		const axes_len = axes.length < 10 ? axes.length : 10;
+		for (let i = 0; i < axes_len; i++) {
+			GodotRuntime.setHeapValue(r_axes + (i << 2), axes[i], 'float');
+		}
+		GodotRuntime.setHeapValue(r_axes_num, axes_len, 'i32');
+		const is_standard = sample.standard ? 1 : 0;
+		GodotRuntime.setHeapValue(r_standard, is_standard, 'i32');
+		return 0;
+	},
 };
 
 autoAddDeps(GodotDisplay, '$GodotDisplay');