blob: c265ca86cdaaaa0f9fe0399e20f6cec71841fef7 [file] [log] [blame]
// 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 {
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->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
// 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;
}
void Mapper2Axes8Keys(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_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]);
// Missing buttons
mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = GamepadButton();
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = GamepadButton();
mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = GamepadButton();
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = GamepadButton();
mapped->buttons[BUTTON_INDEX_META] = GamepadButton();
mapped->buttons_length = BUTTON_INDEX_COUNT - 1;
mapped->axes_length = 0;
}
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_META] = input.buttons[12];
mapped->buttons[DUALSHOCK_BUTTON_TOUCHPAD] = input.buttons[13];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = DUALSHOCK_BUTTON_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 MapperOnLiveWireless(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[2]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[10];
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_META] = input.buttons[12];
mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4];
DpadFromAxis(mapped, input.axes[9]);
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_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[4]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[3]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = NullButton();
mapped->buttons[BUTTON_INDEX_START] = NullButton();
mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[12];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperNvShield(const Gamepad& input, Gamepad* mapped) {
enum ShieldButtons {
SHIELD_BUTTON_CIRCLE = BUTTON_INDEX_COUNT,
SHIELD_BUTTON_COUNT
};
*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] = AxisToButton(input.axes[4]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[3]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[9];
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_META] = input.buttons[2];
mapped->buttons[SHIELD_BUTTON_CIRCLE] = input.buttons[5];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = SHIELD_BUTTON_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_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[4]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[3]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[8];
mapped->buttons[BUTTON_INDEX_START] = input.buttons[5];
mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[2];
mapped->buttons[SHIELD2017_BUTTON_PLAYPAUSE] = input.buttons[11];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
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_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[4]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[3]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[10];
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->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperMogaPro(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[4]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[3]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = NullButton();
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->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */
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", "0011", Mapper2Axes8Keys}, // 2Axes 8Keys Game Pad
{"046d", "c216", MapperLogitechDInput}, // Logitech F310, D-mode
{"046d", "c218", MapperLogitechDInput}, // Logitech F510, D-mode
{"046d", "c219", MapperLogitechDInput}, // Logitech F710, D-mode
{"054c", "05c4", MapperDualshock4}, // Playstation Dualshock 4
{"054c", "09cc", MapperDualshock4}, // Dualshock 4 (PS4 Slim)
{"054c", "0ba0", MapperDualshock4}, // Dualshock 4 USB receiver
{"0583", "2060", MapperIBuffalo}, // iBuffalo Classic
{"0955", "7210", MapperNvShield}, // Nvidia Shield gamepad (2015)
{"0955", "7214", MapperNvShield2017}, // Nvidia Shield gamepad (2017)
{"0b05", "4500", MapperADT1}, // Nexus Player Controller
{"1532", "0900", MapperRazerServal}, // Razer Serval Controller
{"18d1", "2c40", MapperADT1}, // ADT-1 Controller
{"20d6", "6271", MapperMogaPro}, // Moga Pro Controller (HID mode)
{"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) {
for (size_t i = 0; i < arraysize(AvailableMappings); ++i) {
MappingData& item = AvailableMappings[i];
if (vendor_id == item.vendor_id && product_id == item.product_id)
return item.function;
}
return NULL;
}
} // namespace device