| // 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 <algorithm> |
| #include <iterator> |
| |
| #include "base/macros.h" |
| #include "base/stl_util.h" |
| #include "device/gamepad/gamepad_id_list.h" |
| #include "device/gamepad/gamepad_standard_mappings.h" |
| |
| namespace device { |
| |
| namespace { |
| // The hid-sony driver in newer kernels uses an alternate mapping for Sony |
| // Playstation 3 and Playstation 4 gamepads than in older kernels. To allow |
| // applications to distinguish between the old mapping and the new mapping, |
| // hid-sony sets the high bit of the bcdHID value. |
| // Dualshock 4 devices are patched in 4.10: |
| // https://github.com/torvalds/linux/commit/9131f8cc2b4eaf7c08d402243429e0bfba9aa0d6 |
| // Dualshock 3 and SIXAXIS devices are patched in 4.12: |
| // https://github.com/torvalds/linux/commit/e19a267b9987135c00155a51e683e434b9abb56b |
| const uint16_t kDualshockPatchedBcdHidMask = 0x8000; |
| |
| // Older versions of the Stadia Controller firmware use an alternate mapping |
| // function. |
| const uint16_t kStadiaControllerOldFirmwareVersion = 0x0001; |
| |
| enum StadiaGamepadButtons { |
| STADIA_GAMEPAD_BUTTON_EXTRA = BUTTON_INDEX_COUNT, |
| STADIA_GAMEPAD_BUTTON_EXTRA2, |
| STADIA_GAMEPAD_BUTTON_COUNT |
| }; |
| |
| 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]); |
| |
| // Xbox Wireless Controller (045e:02fd) received a firmware update in 2019 |
| // that changed which field is populated with the Xbox button state. Check |
| // both fields and combine the results. |
| auto& xbox_old = input.buttons[15]; |
| auto& xbox_new = input.buttons[12]; |
| mapped->buttons[BUTTON_INDEX_META].pressed = |
| (xbox_old.pressed || xbox_new.pressed); |
| mapped->buttons[BUTTON_INDEX_META].touched = |
| (xbox_old.touched || xbox_new.touched); |
| mapped->buttons[BUTTON_INDEX_META].value = |
| std::max(xbox_old.value, xbox_new.value); |
| |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[3]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperXboxElite2Bluetooth(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]; |
| // On some systems, the View (back/select) button is interpreted as a media |
| // key instead of a gamepad button. When it behaves as a media key, pressing |
| // the button causes a back-navigation in the browser. The below mapping is |
| // correct when this behavior is not present. |
| 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]; |
| // The modern Xbox Elite Series 2 firmware reports less axes than prior |
| // versions. However, the only way to distinguish between the versions is |
| // to check the length of the axes. |
| // |
| // In the older firmware, axes 4 and 9 are redundancies, so after axis 3 |
| // the mappings are shifted by 1 |
| int axis_shift = mapped->axes_length > 8 ? 1 : 0; |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = |
| AxisToButton(input.axes[5 + axis_shift]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = |
| AxisToButton(input.axes[4 + axis_shift]); |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = |
| AxisNegativeAsButton(input.axes[7 + axis_shift]); |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = |
| AxisPositiveAsButton(input.axes[7 + axis_shift]); |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = |
| AxisNegativeAsButton(input.axes[6 + axis_shift]); |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = |
| AxisPositiveAsButton(input.axes[6 + axis_shift]); |
| |
| // The Xbox (meta) button does not generate an input event for this device. |
| mapped->buttons_length = BUTTON_INDEX_COUNT - 1; |
| 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 MapperDualSense(const Gamepad& input, Gamepad* mapped) { |
| enum DualSenseButtons { |
| DUAL_SENSE_BUTTON_TOUCHPAD = BUTTON_INDEX_COUNT, |
| DUAL_SENSE_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[DUAL_SENSE_BUTTON_TOUCHPAD] = input.buttons[13]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[2]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5]; |
| |
| mapped->buttons_length = DUAL_SENSE_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 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 MapperSteelSeriesZeemote(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 MapperSteelSeriesStratusXLUsb(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[3]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]); |
| mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[18]; |
| 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] = input.buttons[12]; |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = input.buttons[13]; |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = input.buttons[14]; |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = input.buttons[15]; |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[19]; |
| |
| 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[5]; |
| |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperSteelSeriesStratusXLBt(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] = 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->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] = NullButton(); |
| // The BACK_SELECT and META button currently aren't mappable since they are |
| // handled separately as key events, causing browser HOME and BACK actions. If |
| // this is fixed, they should be added here. |
| |
| 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_META; |
| 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; |
| } |
| |
| void MapperStadiaControllerOldFirmware(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[8]; |
| 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[7]; |
| mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA] = input.buttons[11]; |
| mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA2] = input.buttons[12]; |
| mapped->buttons_length = STADIA_GAMEPAD_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperStadiaController(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[BUTTON_INDEX_META] = input.buttons[8]; |
| mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA] = input.buttons[11]; |
| mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA2] = input.buttons[12]; |
| mapped->buttons_length = STADIA_GAMEPAD_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperXSkills(const Gamepad& input, Gamepad* mapped) { |
| enum GamecubeButtons { |
| GAMECUBE_BUTTON_LEFT_TRIGGER_CLICK = BUTTON_INDEX_COUNT, |
| GAMECUBE_BUTTON_RIGHT_TRIGGER_CLICK, |
| GAMECUBE_BUTTON_COUNT |
| }; |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[0]; // A |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[2]; // X |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[1]; // B |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[3]; // Y |
| mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[6]; // Z |
| 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[7]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = NullButton(); |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_META] = NullButton(); |
| mapped->buttons[GAMECUBE_BUTTON_LEFT_TRIGGER_CLICK] = input.buttons[4]; |
| mapped->buttons[GAMECUBE_BUTTON_RIGHT_TRIGGER_CLICK] = input.buttons[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[5]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[2]; |
| mapped->buttons_length = GAMECUBE_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperBoomN64Psx(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| // Mapped for a PSX device with Analog mode enabled. |
| 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_BACK_SELECT] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_DPAD_UP] = input.buttons[12]; |
| 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[13]; |
| mapped->buttons[BUTTON_INDEX_META] = NullButton(); |
| 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 - 1; // no meta |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperSnakebyteIDroidCon(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_BACK_SELECT] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[5]; |
| mapped->buttons[BUTTON_INDEX_META] = NullButton(); |
| |
| if ((input.axes_used & 0b1000000) == 0) { |
| // "Game controller 1" mode: digital triggers. |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = input.buttons[9]; |
| 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]); |
| } else { |
| // "Game controller 2" mode: analog triggers. |
| mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = |
| AxisPositiveAsButton(input.axes[2]); |
| mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = |
| AxisNegativeAsButton(input.axes[2]); |
| 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_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 |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperHoripadSwitch(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]); |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[12]; |
| mapped->buttons[SWITCH_PRO_BUTTON_CAPTURE] = input.buttons[13]; |
| mapped->buttons_length = SWITCH_PRO_BUTTON_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperElecomWiredDirectInput(const Gamepad& input, Gamepad* mapped) { |
| *mapped = input; |
| mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[2]; |
| mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[3]; |
| mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[0]; |
| mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[1]; |
| 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_BACK_SELECT] = input.buttons[10]; |
| mapped->buttons[BUTTON_INDEX_START] = input.buttons[11]; |
| mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[8]; |
| mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[9]; |
| mapped->buttons[BUTTON_INDEX_META] = input.buttons[12]; |
| mapped->buttons_length = BUTTON_INDEX_COUNT; |
| mapped->axes_length = AXIS_INDEX_COUNT; |
| } |
| |
| void MapperElecomWirelessDirectInput(const Gamepad& input, Gamepad* mapped) { |
| MapperElecomWiredDirectInput(input, mapped); |
| |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3]; |
| mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[2]; |
| } |
| |
| constexpr struct MappingData { |
| GamepadId gamepad_id; |
| GamepadStandardMappingFunction function; |
| } AvailableMappings[] = { |
| // PowerA Wireless Controller - Nintendo GameCube style |
| {GamepadId::kPowerALicPro, MapperSwitchPro}, |
| // DragonRise Generic USB |
| {GamepadId::kDragonRiseProduct0006, MapperDragonRiseGeneric}, |
| // HORIPAD for Nintendo Switch |
| {GamepadId::kHoriProduct00c1, MapperHoripadSwitch}, |
| // Xbox One S (Bluetooth) |
| {GamepadId::kMicrosoftProduct02e0, MapperXboxOneS}, |
| // Xbox One S (Bluetooth) |
| {GamepadId::kMicrosoftProduct02fd, MapperXboxOneS2016Firmware}, |
| // Xbox One Elite 2 (Bluetooth) |
| {GamepadId::kMicrosoftProduct0b05, MapperXboxElite2Bluetooth}, |
| // Logitech F310 D-mode |
| {GamepadId::kLogitechProductc216, MapperLogitechDInput}, |
| // Logitech F510 D-mode |
| {GamepadId::kLogitechProductc218, MapperLogitechDInput}, |
| // Logitech F710 D-mode |
| {GamepadId::kLogitechProductc219, MapperLogitechDInput}, |
| // Samsung Gamepad EI-GP20 |
| {GamepadId::kSamsungElectronicsProducta000, MapperSamsung_EI_GP20}, |
| // Dualshock 3 / SIXAXIS |
| {GamepadId::kSonyProduct0268, MapperDualshock3SixAxis}, |
| // Playstation Dualshock 4 |
| {GamepadId::kSonyProduct05c4, MapperDualshock4}, |
| // Dualshock 4 (PS4 Slim) |
| {GamepadId::kSonyProduct09cc, MapperDualshock4}, |
| // Dualshock 4 USB receiver |
| {GamepadId::kSonyProduct0ba0, MapperDualshock4}, |
| // DualSense |
| {GamepadId::kSonyProduct0ce6, MapperDualSense}, |
| // Switch Joy-Con L |
| {GamepadId::kNintendoProduct2006, MapperSwitchJoyCon}, |
| // Switch Joy-Con R |
| {GamepadId::kNintendoProduct2007, MapperSwitchJoyCon}, |
| // Switch Pro Controller |
| {GamepadId::kNintendoProduct2009, MapperSwitchPro}, |
| // Switch Charging Grip |
| {GamepadId::kNintendoProduct200e, MapperSwitchPro}, |
| // iBuffalo Classic |
| {GamepadId::kPadixProduct2060, MapperIBuffalo}, |
| // SmartJoy PLUS Adapter |
| {GamepadId::kLakeviewResearchProduct0005, MapperLakeviewResearch}, |
| // WiseGroup MP-8866 |
| {GamepadId::kLakeviewResearchProduct8866, MapperLakeviewResearch}, |
| // Nvidia Shield gamepad (2015) |
| {GamepadId::kNvidiaProduct7210, MapperNvShield}, |
| // Nvidia Shield gamepad (2017) |
| {GamepadId::kNvidiaProduct7214, MapperNvShield2017}, |
| // Nexus Player Controller |
| {GamepadId::kAsusTekProduct4500, MapperADT1}, |
| // XSkills Gamecube USB adapter |
| {GamepadId::kPlayComProduct0005, MapperXSkills}, |
| // XFXforce XGEAR PS2 Controller |
| {GamepadId::kGreenAsiaProduct0003, MapperXGEAR}, |
| // Zeemote: SteelSeries FREE |
| {GamepadId::kSteelSeriesProduct1412, MapperSteelSeriesZeemote}, |
| // SteelSeries Stratus XL USB |
| {GamepadId::kSteelSeriesProduct1418, MapperSteelSeriesStratusXLUsb}, |
| // SteelSeries Stratus XL Bluetooth |
| {GamepadId::kSteelSeriesBtProduct1419, MapperSteelSeriesStratusXLBt}, |
| // Razer Serval Controller |
| {GamepadId::kRazer1532Product0900, MapperRazerServal}, |
| // ADT-1 Controller |
| {GamepadId::kGoogleProduct2c40, MapperADT1}, |
| // Stadia Controller |
| {GamepadId::kGoogleProduct9400, MapperStadiaController}, |
| // Moga Pro Controller (HID mode) |
| {GamepadId::kVendor20d6Product6271, MapperMoga}, |
| // Moga 2 HID |
| {GamepadId::kVendor20d6Product89e5, MapperMoga}, |
| // OnLive Controller (Bluetooth) |
| {GamepadId::kVendor2378Product1008, MapperOnLiveWireless}, |
| // OnLive Controller (Wired) |
| {GamepadId::kVendor2378Product100a, MapperOnLiveWireless}, |
| // OUYA Controller |
| {GamepadId::kVendor2836Product0001, MapperOUYA}, |
| // SCUF Vantage, SCUF Vantage 2 |
| {GamepadId::kVendor2e95Product7725, MapperDualshock4}, |
| // boom PSX+N64 USB Converter |
| {GamepadId::kPrototypeVendorProduct0667, MapperBoomN64Psx}, |
| // Stadia Controller prototype |
| {GamepadId::kPrototypeVendorProduct9401, MapperStadiaControllerOldFirmware}, |
| // Snakebyte iDroid:con |
| {GamepadId::kBroadcomProduct8502, MapperSnakebyteIDroidCon}, |
| // Elecom JC-U4013SBK (DirectInput mode) |
| {GamepadId::kElecomProduct200f, MapperElecomWiredDirectInput}, |
| // Elecom JC-U4113SBK (DirectInput mode) |
| {GamepadId::kElecomProduct2010, MapperElecomWirelessDirectInput}, |
| }; |
| |
| } // namespace |
| |
| GamepadStandardMappingFunction GetGamepadStandardMappingFunction( |
| const base::StringPiece product_name, |
| const uint16_t vendor_id, |
| const uint16_t product_id, |
| const uint16_t hid_specification_version, |
| const uint16_t version_number, |
| GamepadBusType bus_type) { |
| GamepadId gamepad_id = |
| GamepadIdList::Get().GetGamepadId(product_name, vendor_id, product_id); |
| const MappingData* begin = std::begin(AvailableMappings); |
| const MappingData* end = std::end(AvailableMappings); |
| const auto* find_it = std::find_if(begin, end, [=](const MappingData& item) { |
| return gamepad_id == item.gamepad_id; |
| }); |
| GamepadStandardMappingFunction mapper = |
| (find_it == end) ? nullptr : find_it->function; |
| |
| // The Linux kernel was updated in version 4.10 to better support Dualshock 4 |
| // and Dualshock 3/SIXAXIS gamepads. The driver patches the bcdHID value when |
| // using the new mapping to allow downstream users to distinguish them. |
| if (mapper == MapperDualshock4 && |
| (hid_specification_version & kDualshockPatchedBcdHidMask)) { |
| mapper = MapperDualshock4New; |
| } else if (mapper == MapperDualshock3SixAxis && |
| (hid_specification_version & kDualshockPatchedBcdHidMask)) { |
| mapper = MapperDualshock3SixAxisNew; |
| } |
| |
| // The Switch Joy-Con Charging Grip allows a pair of Joy-Cons to be docked |
| // with the grip and used over USB as a single composite gamepad. The Nintendo |
| // data fetcher also allows a pair of Bluetooth-connected Joy-Cons to be used |
| // as a composite device and sets the same product ID as the Charging Grip. |
| // |
| // In both configurations, we remap the Joy-Con buttons to align with the |
| // Standard Gamepad mapping. Docking a Joy-Con in the Charging Grip makes the |
| // SL and SR buttons inaccessible. |
| // |
| // If the Joy-Cons are not docked, the SL and SR buttons are still accessible. |
| // Inspect the |bus_type| of the composite device to detect this case and use |
| // an alternate mapping function that exposes the extra buttons. |
| if (gamepad_id == GamepadId::kNintendoProduct200e && |
| mapper == MapperSwitchPro && bus_type != GAMEPAD_BUS_USB) { |
| mapper = MapperSwitchComposite; |
| } |
| |
| // Use an alternate mapping function if the Stadia controller is using an old |
| // firmware version. |
| if (gamepad_id == GamepadId::kGoogleProduct9400 && |
| mapper == MapperStadiaController && |
| version_number == kStadiaControllerOldFirmwareVersion) { |
| mapper = MapperStadiaControllerOldFirmware; |
| } |
| |
| // If no mapper was found, check if the device is a known XInput gamepad. |
| if (mapper == nullptr) { |
| XInputType xtype = |
| GamepadIdList::Get().GetXInputType(vendor_id, product_id); |
| if (xtype == kXInputTypeXbox360 || xtype == kXInputTypeXboxOne) |
| mapper = MapperXInputStyleGamepad; |
| } |
| |
| return mapper; |
| } |
| |
| } // namespace device |