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// Copyright 2017 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 <linux/input.h>
#include <cstdint>
#include <list>
#include <map>
#include <vector>
#include "base/stl_util.h"
#include "ui/events/ozone/evdev/event_device_info.h"
#include "ui/events/ozone/gamepad/static_gamepad_mapping.h"
#include "ui/events/ozone/gamepad/webgamepad_constants.h"
namespace ui {
typedef bool (*GamepadMapperFunction)(uint16_t key,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code);
#define DO_MAPPING \
DoGamepadMapping(key_mapping, base::size(key_mapping), abs_mapping, \
base::size(abs_mapping), type, code, mapped_type, \
mapped_code)
bool DoGamepadMapping(const KeyMapEntry* key_mapping,
size_t key_map_size,
const AbsMapEntry* abs_mapping,
size_t abs_map_size,
uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
if (type == EV_KEY) {
const KeyMapEntry* entry = nullptr;
for (size_t i = 0; i < key_map_size; i++) {
if (key_mapping[i].evdev_code == code) {
entry = key_mapping + i;
}
}
if (!entry) {
return false;
}
*mapped_type = GamepadEventType::BUTTON;
*mapped_code = entry->mapped_code;
return true;
}
if (type == EV_ABS) {
const AbsMapEntry* entry = nullptr;
for (size_t i = 0; i < abs_map_size; i++) {
if (abs_mapping[i].evdev_code == code) {
entry = abs_mapping + i;
}
}
if (!entry) {
return false;
}
*mapped_type = entry->mapped_type;
*mapped_code = entry->mapped_code;
return true;
}
return false;
}
// this mapper mapps gamepads compatible with xbox gamepad.
bool XInputStyleMapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, // btn_a = 304 / 0x130
{BTN_B, WG_BUTTON_B}, // btn_b = 305 / 0x131
{BTN_X, WG_BUTTON_X}, // btn_x = 307 / 0x133
{BTN_Y, WG_BUTTON_Y}, // btn_y = 308 / 0x134
{BTN_TL, WG_BUTTON_L1}, // btn_tl = 310 / 0x136
{BTN_TR, WG_BUTTON_R1}, // btn_tr = 311 / 0x137
{BTN_SELECT, WG_BUTTON_SELECT}, // btn_select = 314 / 0x13a
{BTN_START, WG_BUTTON_START}, // btn_start = 315 / 0x13b
{BTN_THUMBL, WG_BUTTON_THUMBL}, // btn_thumbl = 317 / 0x13d
{BTN_THUMBR, WG_BUTTON_THUMBR}, // btn_thumbr = 318 / 0x13e
{BTN_MODE, WG_BUTTON_MODE} // btn_mode = 316 / 0x13c
};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), // ABS_X = 0x00
TO_ABS(ABS_Y, WG_ABS_Y), // ABS_Y = 0x01
TO_ABS(ABS_RX, WG_ABS_RX), // ABS_RX = 0x03
TO_ABS(ABS_RY, WG_ABS_RY), // ABS_RZ = 0x04
TO_BTN(ABS_Z, WG_BUTTON_LT), // ABS_Z = 0x02
TO_BTN(ABS_RZ, WG_BUTTON_RT), // ABS_RZ = 0x05
TO_BTN(ABS_HAT0X, kHAT_X), // HAT0X = 0x10
TO_BTN(ABS_HAT0Y, kHAT_Y) // HAT0Y = 0x11
};
return DO_MAPPING;
}
bool PlaystationSixAxisMapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{0x12e, WG_BUTTON_A},
{0x12d, WG_BUTTON_B},
{BTN_DEAD, WG_BUTTON_X},
{0x12c, WG_BUTTON_Y},
{BTN_BASE5, WG_BUTTON_L1},
{BTN_BASE6, WG_BUTTON_R1},
{BTN_BASE3, WG_BUTTON_LT},
{BTN_BASE4, WG_BUTTON_RT},
{BTN_TRIGGER, WG_BUTTON_SELECT},
{BTN_TOP, WG_BUTTON_START},
{BTN_THUMB, WG_BUTTON_THUMBL},
{BTN_THUMB2, WG_BUTTON_THUMBR},
{BTN_TOP2, WG_BUTTON_DPAD_UP},
{BTN_BASE, WG_BUTTON_DPAD_DOWN},
{BTN_BASE2, WG_BUTTON_DPAD_LEFT},
{BTN_PINKIE, WG_BUTTON_DPAD_RIGHT},
{BTN_TRIGGER_HAPPY17, WG_BUTTON_MODE},
};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X),
TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX),
TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_MT_TOUCH_MAJOR, WG_BUTTON_LT),
TO_BTN(ABS_MT_TOUCH_MINOR, WG_BUTTON_RT)};
return DO_MAPPING;
}
bool DualShock4Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_C, WG_BUTTON_X}, {BTN_X, WG_BUTTON_Y},
{BTN_Y, WG_BUTTON_L1}, {BTN_Z, WG_BUTTON_R1},
{BTN_TL, WG_BUTTON_LT}, {BTN_TR, WG_BUTTON_RT},
{BTN_TL2, WG_BUTTON_SELECT}, {BTN_TR2, WG_BUTTON_START},
{BTN_SELECT, WG_BUTTON_THUMBL}, {BTN_START, WG_BUTTON_THUMBR}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_RX, WG_BUTTON_LT), TO_ABS(ABS_RY, WG_BUTTON_RT),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool NintendoSwitchPro(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_C, WG_BUTTON_X}, {BTN_X, WG_BUTTON_Y},
{BTN_Y, WG_BUTTON_L1}, {BTN_Z, WG_BUTTON_R1},
{BTN_TL, WG_BUTTON_LT}, {BTN_TR, WG_BUTTON_RT},
{BTN_TL2, WG_BUTTON_SELECT}, {BTN_TR2, WG_BUTTON_START},
{BTN_SELECT, WG_BUTTON_THUMBL}, {BTN_START, WG_BUTTON_THUMBR},
{BTN_MODE, WG_BUTTON_MODE}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_RX, WG_ABS_RX), TO_ABS(ABS_RY, WG_ABS_RY),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool NintendoSwitchLeft(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_C, WG_BUTTON_X}, {BTN_X, WG_BUTTON_Y},
{BTN_Y, WG_BUTTON_L1}, {BTN_Z, WG_BUTTON_R1},
{BTN_TL2, WG_BUTTON_SELECT}, {BTN_THUMBL, WG_BUTTON_START}};
static const AbsMapType abs_mapping = {TO_BTN(ABS_HAT0X, kHAT_X),
TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool NintendoSwitchRight(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_C, WG_BUTTON_X}, {BTN_X, WG_BUTTON_Y},
{BTN_Y, WG_BUTTON_L1}, {BTN_Z, WG_BUTTON_R1},
{BTN_MODE, WG_BUTTON_SELECT}, {BTN_TR2, WG_BUTTON_START}};
static const AbsMapType abs_mapping = {TO_BTN(ABS_HAT0X, kHAT_X),
TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool IBuffalocClassicMapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_TRIGGER, WG_BUTTON_A}, {BTN_THUMB, WG_BUTTON_B},
{BTN_THUMB2, WG_BUTTON_X}, {BTN_TOP, WG_BUTTON_Y},
{BTN_BASE, WG_BUTTON_L1}, {BTN_BASE2, WG_BUTTON_R1},
{BTN_TOP2, WG_BUTTON_LT}, {BTN_PINKIE, WG_BUTTON_RT}};
static const AbsMapType abs_mapping = {
TO_BTN(ABS_X, kHAT_X), TO_BTN(ABS_Y, kHAT_Y),
};
return DO_MAPPING;
}
bool ClassicNESMapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_THUMB, WG_BUTTON_A}, {BTN_THUMB2, WG_BUTTON_B},
{BTN_TRIGGER, WG_BUTTON_X}, {BTN_TOP, WG_BUTTON_Y},
{BTN_TOP2, WG_BUTTON_L1}, {BTN_PINKIE, WG_BUTTON_R1},
{BTN_BASE3, WG_BUTTON_SELECT}, {BTN_BASE4, WG_BUTTON_START}};
static const AbsMapType abs_mapping = {
TO_BTN(ABS_X, kHAT_X), TO_BTN(ABS_Y, kHAT_Y),
};
return DO_MAPPING;
}
bool SNesRetroMapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_C, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_X, WG_BUTTON_X}, {BTN_A, WG_BUTTON_Y},
{BTN_Y, WG_BUTTON_L1}, {BTN_Z, WG_BUTTON_R1},
{BTN_TL2, WG_BUTTON_SELECT}, {BTN_TR2, WG_BUTTON_START}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, kHAT_X), TO_ABS(ABS_Y, kHAT_Y),
};
return DO_MAPPING;
}
bool ADT1Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_X, WG_BUTTON_X}, {BTN_Y, WG_BUTTON_Y},
{BTN_TL, WG_BUTTON_L1}, {BTN_TR, WG_BUTTON_R1},
{BTN_THUMBL, WG_BUTTON_THUMBL}, {BTN_THUMBR, WG_BUTTON_THUMBR},
{BTN_MODE, WG_BUTTON_MODE}, {KEY_BACK, WG_BUTTON_SELECT},
{KEY_HOMEPAGE, WG_BUTTON_START}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_BRAKE, WG_BUTTON_LT), TO_BTN(ABS_GAS, WG_BUTTON_RT),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool Vendor_1d79Product_0009Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {{BTN_A, WG_BUTTON_A},
{BTN_B, WG_BUTTON_B},
{BTN_X, WG_BUTTON_X},
{BTN_Y, WG_BUTTON_Y},
{BTN_TL, WG_BUTTON_L1},
{BTN_TR, WG_BUTTON_R1},
{BTN_START, WG_BUTTON_START},
{BTN_THUMBL, WG_BUTTON_THUMBL},
{BTN_THUMBR, WG_BUTTON_THUMBR},
{KEY_UP, WG_BUTTON_DPAD_UP},
{KEY_DOWN, WG_BUTTON_DPAD_DOWN},
{KEY_LEFT, WG_BUTTON_DPAD_LEFT},
{KEY_RIGHT, WG_BUTTON_DPAD_RIGHT},
{KEY_BACK, WG_BUTTON_SELECT},
{KEY_HOMEPAGE, WG_BUTTON_MODE}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_BRAKE, WG_BUTTON_LT), TO_BTN(ABS_GAS, WG_BUTTON_RT),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool Vendor_046dProduct_b501Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {{BTN_A, WG_BUTTON_A},
{BTN_B, WG_BUTTON_B},
{BTN_X, WG_BUTTON_X},
{BTN_Y, WG_BUTTON_Y},
{BTN_TL, WG_BUTTON_L1},
{BTN_TR, WG_BUTTON_R1},
{BTN_TL2, WG_BUTTON_LT},
{BTN_TR2, WG_BUTTON_RT},
{BTN_SELECT, WG_BUTTON_SELECT},
{BTN_START, WG_BUTTON_START},
{BTN_THUMBL, WG_BUTTON_THUMBL},
{BTN_THUMBR, WG_BUTTON_THUMBR},
{KEY_UP, WG_BUTTON_DPAD_UP},
{KEY_DOWN, WG_BUTTON_DPAD_DOWN},
{KEY_LEFT, WG_BUTTON_DPAD_LEFT},
{KEY_RIGHT, WG_BUTTON_DPAD_RIGHT},
{BTN_MODE, WG_BUTTON_MODE}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_BRAKE, WG_BUTTON_LT), TO_BTN(ABS_GAS, WG_BUTTON_RT),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool Vendor_046dProduct_c216Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_TRIGGER, WG_BUTTON_A}, {BTN_TOP, WG_BUTTON_B},
{BTN_THUMB, WG_BUTTON_X}, {BTN_THUMB2, WG_BUTTON_Y},
{BTN_TOP2, WG_BUTTON_L1}, {BTN_PINKIE, WG_BUTTON_R1},
{BTN_BASE, WG_BUTTON_LT}, {BTN_BASE2, WG_BUTTON_RT},
{BTN_BASE3, WG_BUTTON_SELECT}, {BTN_BASE4, WG_BUTTON_START},
{BTN_BASE5, WG_BUTTON_THUMBL}, {BTN_BASE6, WG_BUTTON_THUMBR}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool Vendor_046dProduct_c219Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_B, WG_BUTTON_A}, {BTN_C, WG_BUTTON_B},
{BTN_A, WG_BUTTON_X}, {BTN_X, WG_BUTTON_Y},
{BTN_Y, WG_BUTTON_L1}, {BTN_Z, WG_BUTTON_R1},
{BTN_TL, WG_BUTTON_LT}, {BTN_TR, WG_BUTTON_RT},
{BTN_TR2, WG_BUTTON_START}, {BTN_SELECT, WG_BUTTON_THUMBL},
{BTN_START, WG_BUTTON_THUMBR}, {BTN_TL2, WG_BUTTON_SELECT}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool Vendor_1038Product_1412Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_X, WG_BUTTON_X}, {BTN_Y, WG_BUTTON_Y},
{BTN_TL, WG_BUTTON_L1}, {BTN_TR, WG_BUTTON_R1},
{BTN_MODE, WG_BUTTON_SELECT}, {BTN_START, WG_BUTTON_START},
};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool Vendor_1689Product_fd00Mapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A},
{BTN_B, WG_BUTTON_B},
{BTN_X, WG_BUTTON_X},
{BTN_Y, WG_BUTTON_Y},
{BTN_TL, WG_BUTTON_L1},
{BTN_TR, WG_BUTTON_R1},
{BTN_START, WG_BUTTON_START},
{BTN_THUMBL, WG_BUTTON_THUMBL},
{BTN_THUMBR, WG_BUTTON_THUMBR},
{BTN_TRIGGER_HAPPY3, WG_BUTTON_DPAD_UP},
{BTN_TRIGGER_HAPPY4, WG_BUTTON_DPAD_DOWN},
{BTN_TRIGGER_HAPPY1, WG_BUTTON_DPAD_LEFT},
{BTN_TRIGGER_HAPPY2, WG_BUTTON_DPAD_RIGHT},
{BTN_SELECT, WG_BUTTON_SELECT},
{BTN_MODE, WG_BUTTON_MODE}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_RX, WG_ABS_RX), TO_ABS(ABS_RY, WG_ABS_RY),
TO_BTN(ABS_Z, WG_BUTTON_LT), TO_BTN(ABS_RZ, WG_BUTTON_RT)};
return DO_MAPPING;
}
bool JoydevLikeMapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_C, WG_BUTTON_X}, {BTN_X, WG_BUTTON_Y},
{BTN_Y, WG_BUTTON_L1}, {BTN_Z, WG_BUTTON_R1},
{BTN_TL, WG_BUTTON_LT}, {BTN_TR, WG_BUTTON_RT},
{BTN_TL2, WG_BUTTON_SELECT}, {BTN_TR2, WG_BUTTON_START},
{BTN_SELECT, WG_BUTTON_THUMBL}, {BTN_START, WG_BUTTON_THUMBR}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
bool NvidiaShieldMapper(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) {
static const KeyMapType key_mapping = {
{BTN_A, WG_BUTTON_A}, {BTN_B, WG_BUTTON_B},
{BTN_X, WG_BUTTON_X}, {BTN_Y, WG_BUTTON_Y},
{BTN_TL, WG_BUTTON_L1}, {BTN_TR, WG_BUTTON_R1},
{KEY_BACK, WG_BUTTON_SELECT}, {BTN_START, WG_BUTTON_START},
{KEY_HOMEPAGE, WG_BUTTON_MODE}, {BTN_THUMBL, WG_BUTTON_THUMBL},
{BTN_THUMBR, WG_BUTTON_THUMBR}};
static const AbsMapType abs_mapping = {
TO_ABS(ABS_X, WG_ABS_X), TO_ABS(ABS_Y, WG_ABS_Y),
TO_ABS(ABS_Z, WG_ABS_RX), TO_ABS(ABS_RZ, WG_ABS_RY),
TO_BTN(ABS_BRAKE, WG_BUTTON_LT), TO_BTN(ABS_GAS, WG_BUTTON_RT),
TO_BTN(ABS_HAT0X, kHAT_X), TO_BTN(ABS_HAT0Y, kHAT_Y)};
return DO_MAPPING;
}
static const struct MappingData {
uint16_t vendor_id;
uint16_t product_id;
GamepadMapperFunction mapper;
} AvailableMappings[] = {
// Xbox style gamepad.
{0x045e, 0x028e, XInputStyleMapper}, // Xbox 360 wired.
{0x045e, 0x028f, XInputStyleMapper}, // Xbox 360 wireless.
{0x045e, 0x02a1, XInputStyleMapper}, // Xbox 360 wireless.
{0x045e, 0x02d1, XInputStyleMapper}, // Xbox one wired.
{0x045e, 0x02dd, XInputStyleMapper}, // Xbox one wired (2015 fw).
{0x045e, 0x02e3, XInputStyleMapper}, // Xbox elite wired.
{0x045e, 0x02ea, XInputStyleMapper}, // Xbox one s (usb).
{0x045e, 0x0719, XInputStyleMapper}, // Xbox 360 wireless.
{0x046d, 0xc21d, XInputStyleMapper}, // Logitech f310.
{0x046d, 0xc21e, XInputStyleMapper}, // Logitech f510.
{0x046d, 0xc21f, XInputStyleMapper}, // Logitech f710.
{0x2378, 0x1008, XInputStyleMapper}, // Onlive controller (bluetooth).
{0x2378, 0x100a, XInputStyleMapper}, // Onlive controller (wired).
{0x1bad, 0xf016, XInputStyleMapper}, // Mad catz gamepad.
{0x1bad, 0xf023, XInputStyleMapper}, // Mad catz mlg gamepad for Xbox360.
{0x1bad, 0xf027, XInputStyleMapper}, // Mad catz fps pro.
{0x1bad, 0xf036, XInputStyleMapper}, // Mad catz generic Xbox controller.
{0x1689, 0xfd01, XInputStyleMapper}, // Razer Xbox 360 gamepad.
{0x1689, 0xfe00, XInputStyleMapper}, // Razer sabertooth elite.
// Sony gamepads.
{0x054c, 0x0268, PlaystationSixAxisMapper}, // Playstation 3.
{0x054c, 0x05c4, DualShock4Mapper}, // Dualshock 4.
// Nintendo switch.
{0x057e, 0x2009, NintendoSwitchPro}, // Nintendo switch pro.
{0x057e, 0x2006, NintendoSwitchLeft}, // Nintendo switch left.
{0x057e, 0x2007, NintendoSwitchRight}, // Nintendo switch right.
// NES style gamepad.
{0x0583, 0x2060, IBuffalocClassicMapper}, // iBuffalo Classic.
{0x0079, 0x0011, ClassicNESMapper}, // Classic NES controller.
{0x12bd, 0xd015, SNesRetroMapper}, // Hitgaming SNES retro.
{0x3810, 0x9, Vendor_046dProduct_b501Mapper}, // FC30 Pro, bluetooth.
{0x1002, 0x9000, Vendor_046dProduct_b501Mapper}, // FC30 Pro, wired.
// Android gamepad.
{0x0b05, 0x4500, ADT1Mapper}, // Nexus player controller (asus gamepad).
{0x1532, 0x0900, ADT1Mapper}, // Razer serval.
{0x18d1, 0x2c40, ADT1Mapper}, // ADT-1 controller (odie).
// Other gamepads.
{0x1d79, 0x0009,
Vendor_1d79Product_0009Mapper}, // Nyko playpad / Playpad pro.
{0x046d, 0xb501, Vendor_046dProduct_b501Mapper}, // Logitech redhawk.
// Logitech dual action controller.
{0x046d, 0xc216, Vendor_046dProduct_c216Mapper},
// Logitech cordless rumblepad2.
{0x046d, 0xc219, Vendor_046dProduct_c219Mapper},
{0x1038, 0x1412, Vendor_1038Product_1412Mapper}, // Steelseries free.
// Razer onza tournment edition.
{0x1689, 0xfd00, Vendor_1689Product_fd00Mapper},
{0x0955, 0x7214, NvidiaShieldMapper}, // Nvidia shield.
{0x11c5, 0x5506, JoydevLikeMapper} // HJC Game ZD-V
};
class StaticGamepadMapper : public GamepadMapper {
public:
StaticGamepadMapper(GamepadMapperFunction fp) : mapper_fp_(fp) {}
bool Map(uint16_t type,
uint16_t code,
GamepadEventType* mapped_type,
uint16_t* mapped_code) const override {
return mapper_fp_(type, code, mapped_type, mapped_code);
};
private:
GamepadMapperFunction mapper_fp_;
};
GamepadMapper* GetStaticGamepadMapper(uint16_t vendor_id, uint16_t product_id) {
for (size_t i = 0; i < base::size(AvailableMappings); i++) {
if (AvailableMappings[i].vendor_id == vendor_id &&
AvailableMappings[i].product_id == product_id) {
return new StaticGamepadMapper(AvailableMappings[i].mapper);
}
}
return nullptr;
}
} // namespace ui