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@@ -476,6 +476,7 @@ static const char *s_ControllerMappings [] =
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#endif
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#if defined(__ANDROID__)
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+ "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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"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,",
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#endif
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@@ -855,6 +856,16 @@ void InputDefault::remove_joy_mapping(String p_guid) {
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}
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}
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+void InputDefault::set_fallback_mapping(String p_guid) {
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+
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+ for (int i = 0; i < map_db.size(); i++) {
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+ if (map_db[i].uid == p_guid) {
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+ fallback_mapping = i;
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+ return;
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+ }
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+ }
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+}
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+
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//Defaults to simple implementation for platforms with a fixed gamepad layout, like consoles.
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bool InputDefault::is_joy_known(int p_device) {
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@@ -867,25 +878,10 @@ 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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- if (joy_names[p_device].mapping == fallback_mapping)
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- return false;
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- return joy_names[p_device].mapping != -1 ? true : false;
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+ int mapping = joy_names[p_device].mapping;
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+ return mapping != -1 ? (mapping == fallback_mapping) : false;
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}
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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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-
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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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