| // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #include <stddef.h> |
| |
| #include "base/macros.h" |
| #include "device/gamepad/gamepad_standard_mappings.h" |
| |
| namespace device { |
| |
| namespace { |
| |
| enum SwitchProButtons { |
| SWITCH_PRO_BUTTON_CAPTURE = BUTTON_INDEX_COUNT, |
| SWITCH_PRO_BUTTON_COUNT |
| }; |
| |
| // The Switch Pro controller reports a larger logical range than the analog |
| // axes are capable of, and as a result the received axis values only use about |
| // 70% of the total range. We renormalize the axis values to cover the full |
| // range. The axis extents were determined experimentally. |
| const static float kSwitchProAxisXMin = -0.7f; |
| const static float kSwitchProAxisXMax = 0.7f; |
| const static float kSwitchProAxisYMin = -0.65f; |
| const static float kSwitchProAxisYMax = 0.75f; |
| |
| void MapperXInputStyleGamepad(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[2]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[8]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4]; |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperXboxOneS(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[2]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[10]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4]; |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperXboxOneS2016Firmware(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[16]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[13]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[15]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[3]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperLakeviewResearch(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[4]); |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; // no Meta on this device |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperDualshock3SixAxis(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[14]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[13]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[15]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[12]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[12]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[13]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisToButton(input.axes[8]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisToButton(input.axes[10]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = AxisToButton(input.axes[9]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[16]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperDualshock3SixAxisNew(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[2]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[12]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = input.buttons[13]; |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = input.buttons[14]; |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = input.buttons[15]; |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = input.buttons[16]; |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[10]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperDualshock4(const Gamepad& input, Gamepad* mapped) { |
| enum Dualshock4Buttons { |
| DUALSHOCK_BUTTON_TOUCHPAD = BUTTON_INDEX_COUNT, |
| DUALSHOCK_BUTTON_COUNT |
| }; |
| |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[3]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[12]; |
| mapped->buttons[DUALSHOCK_BUTTON_TOUCHPAD] = input.buttons[13]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5]; |
| |
| mapped->buttons_length = DUALSHOCK_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperDualshock4New(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[2]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[12]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[10]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperIBuffalo(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[1]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[1]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[0]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[0]); |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */ |
| mapped->axes_length = 2; |
| } |
| |
| void MapperXGEAR(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[4]); |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[2]; |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; // no Meta on this device |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperDragonRiseGeneric(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[5]); |
| mapped->axes[AXIS_INDEX_LEFT_STICK_X] = input.axes[0]; |
| mapped->axes[AXIS_INDEX_LEFT_STICK_Y] = input.axes[1]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4]; |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; // no Meta on this device |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperOnLiveWireless(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[2]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[8]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperADT1(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_START] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[6]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperNvShield(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[6]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperNvShield2017(const Gamepad& input, Gamepad* mapped) { |
| enum Shield2017Buttons { |
| SHIELD2017_BUTTON_PLAYPAUSE = BUTTON_INDEX_COUNT, |
| SHIELD2017_BUTTON_COUNT |
| }; |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[14]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[13]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[12]; |
| mapped->buttons[SHIELD2017_BUTTON_PLAYPAUSE] = input.buttons[6]; |
| |
| mapped->buttons_length = SHIELD2017_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperOUYA(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[2]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_START] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[15]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperRazerServal(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */ |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperMoga(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = AxisToButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[7]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[6]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6]); |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */ |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperSamsung_EI_GP20(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = NullButton(); |
| |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[15]; |
| |
| mapped->axes[AXIS_INDEX_LEFT_STICK_X] = input.axes[0]; |
| mapped->axes[AXIS_INDEX_LEFT_STICK_Y] = input.axes[1]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[2]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[3]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperSteelSeries(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[4]; |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[6]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[12]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_META] = NullButton(); |
| mapped->buttons_length = BUTTON_INDEX_META; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperSwitchProUsb(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->axes[AXIS_INDEX_LEFT_STICK_X] = RenormalizeAndClampAxis( |
| input.axes[0], kSwitchProAxisXMin, kSwitchProAxisXMax); |
| mapped->axes[AXIS_INDEX_LEFT_STICK_Y] = RenormalizeAndClampAxis( |
| input.axes[1], kSwitchProAxisYMin, kSwitchProAxisYMax); |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = RenormalizeAndClampAxis( |
| input.axes[2], kSwitchProAxisXMin, kSwitchProAxisXMax); |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = RenormalizeAndClampAxis( |
| input.axes[3], kSwitchProAxisYMin, kSwitchProAxisYMax); |
| |
| mapped->buttons_length = SWITCH_PRO_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperSwitchProBluetooth(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[12]; |
| mapped->buttons[SWITCH_PRO_BUTTON_CAPTURE] = input.buttons[13]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[4]); |
| mapped->axes[AXIS_INDEX_LEFT_STICK_X] = RenormalizeAndClampAxis( |
| input.axes[0], kSwitchProAxisXMin, kSwitchProAxisXMax); |
| mapped->axes[AXIS_INDEX_LEFT_STICK_Y] = RenormalizeAndClampAxis( |
| input.axes[1], kSwitchProAxisYMin, kSwitchProAxisYMax); |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = RenormalizeAndClampAxis( |
| input.axes[2], kSwitchProAxisXMin, kSwitchProAxisXMax); |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = RenormalizeAndClampAxis( |
| input.axes[3], kSwitchProAxisYMin, kSwitchProAxisYMax); |
| |
| mapped->buttons_length = SWITCH_PRO_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperLogitechDInput(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[1]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = AxisNegativeAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = AxisPositiveAsButton(input.axes[5]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = AxisNegativeAsButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[4]); |
| |
| // The Logitech button (BUTTON_INDEX_META) is not accessible through the |
| // device's D-mode. |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| struct MappingData { |
| const char* const vendor_id; |
| const char* const product_id; |
| GamepadStandardMappingFunction function; |
| } AvailableMappings[] = { |
| // http://www.linux-usb.org/usb.ids |
| {"0079", "0006", MapperDragonRiseGeneric}, // DragonRise Generic USB |
| {"045e", "028e", MapperXInputStyleGamepad}, // Xbox 360 Wired |
| {"045e", "028f", MapperXInputStyleGamepad}, // Xbox 360 Wireless |
| {"045e", "02a1", MapperXInputStyleGamepad}, // Xbox 360 Wireless |
| {"045e", "0291", MapperXInputStyleGamepad}, // Xbox 360 Wireless |
| {"045e", "02d1", MapperXInputStyleGamepad}, // Xbox One Wired |
| {"045e", "02dd", MapperXInputStyleGamepad}, // Xbox One Wired (2015 FW) |
| {"045e", "02e0", MapperXboxOneS}, // Xbox One S (Bluetooth) |
| {"045e", "02e3", MapperXInputStyleGamepad}, // Xbox One Elite Wired |
| {"045e", "02ea", MapperXInputStyleGamepad}, // Xbox One S (USB) |
| {"045e", "02fd", MapperXboxOneS2016Firmware}, // Xbox One S (Bluetooth) |
| {"045e", "0719", MapperXInputStyleGamepad}, // Xbox 360 Wireless |
| {"046d", "c216", MapperLogitechDInput}, // Logitech F310 D-mode |
| {"046d", "c218", MapperLogitechDInput}, // Logitech F510 D-mode |
| {"046d", "c219", MapperLogitechDInput}, // Logitech F710 D-mode |
| {"046d", "c21d", MapperXInputStyleGamepad}, // Logitech F310 X-mode |
| {"046d", "c21e", MapperXInputStyleGamepad}, // Logitech F510 X-mode |
| {"046d", "c21f", MapperXInputStyleGamepad}, // Logitech F710 X-mode |
| {"04e8", "a000", MapperSamsung_EI_GP20}, // Samsung Gamepad EI-GP20 |
| {"054c", "0268", MapperDualshock3SixAxis}, // Dualshock 3 / SIXAXIS |
| {"054c", "05c4", MapperDualshock4}, // Playstation Dualshock 4 |
| {"054c", "09cc", MapperDualshock4}, // Dualshock 4 (PS4 Slim) |
| {"054c", "0ba0", MapperDualshock4}, // Dualshock 4 USB receiver |
| {"057e", "2009", MapperSwitchProUsb}, // Switch Pro Controller |
| {"0583", "2060", MapperIBuffalo}, // iBuffalo Classic |
| {"0925", "0005", MapperLakeviewResearch}, // SmartJoy PLUS Adapter |
| {"0925", "8866", MapperLakeviewResearch}, // WiseGroup MP-8866 |
| {"0955", "7210", MapperNvShield}, // Nvidia Shield gamepad (2015) |
| {"0955", "7214", MapperNvShield2017}, // Nvidia Shield gamepad (2017) |
| {"0b05", "4500", MapperADT1}, // Nexus Player Controller |
| {"0e8f", "0003", MapperXGEAR}, // XFXforce XGEAR PS2 Controller |
| {"1038", "1412", MapperSteelSeries}, // Zeemote: SteelSeries FREE |
| {"1532", "0900", MapperRazerServal}, // Razer Serval Controller |
| {"18d1", "2c40", MapperADT1}, // ADT-1 Controller |
| {"20d6", "6271", MapperMoga}, // Moga Pro Controller (HID mode) |
| {"20d6", "89e5", MapperMoga}, // Moga 2 HID |
| {"2378", "1008", MapperOnLiveWireless}, // OnLive Controller (Bluetooth) |
| {"2378", "100a", MapperOnLiveWireless}, // OnLive Controller (Wired) |
| {"2836", "0001", MapperOUYA}, // OUYA Controller |
| }; |
| |
| } // namespace |
| |
| GamepadStandardMappingFunction GetGamepadStandardMappingFunction( |
| const base::StringPiece& vendor_id, |
| const base::StringPiece& product_id, |
| const base::StringPiece& version_number, |
| GamepadBusType bus_type) { |
| GamepadStandardMappingFunction mapper = nullptr; |
| for (size_t i = 0; i < arraysize(AvailableMappings); ++i) { |
| MappingData& item = AvailableMappings[i]; |
| if (vendor_id == item.vendor_id && product_id == item.product_id) { |
| mapper = item.function; |
| break; |
| } |
| } |
| |
| // The Linux kernel was updated in version 4.10 to better support Dualshock 4 |
| // and Dualshock 3/SIXAXIS gamepads. The driver patches the hardware version |
| // when using the new mapping to allow downstream users to distinguish them. |
| if (mapper == MapperDualshock4 && version_number == "8111") { |
| mapper = MapperDualshock4New; |
| } else if (mapper == MapperDualshock3SixAxis && version_number == "8111") { |
| mapper = MapperDualshock3SixAxisNew; |
| } |
| |
| // The Nintendo Switch Pro controller exposes the same product ID when |
| // connected over USB or Bluetooth but communicates using different protocols. |
| // In Bluetooth mode it uses standard HID, but in USB mode it uses a |
| // vendor-specific protocol. Select a mapper depending on the connection type. |
| if (mapper == MapperSwitchProUsb && bus_type == GAMEPAD_BUS_BLUETOOTH) |
| mapper = MapperSwitchProBluetooth; |
| |
| return mapper; |
| } |
| |
| } // namespace device |