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Add the ability to get per-platform information for joypads.
This adds the ability for games to obtain platform-specific information about joypads such as their vendor/product ID, their XInput gamepad index or the real name of the device before it gets swapped out by the gamecontrollerdb's name. This PR also includes a rebased version of #76045, this is because this PR is intended to be mainly to help people implementing Steam Input, as having the gamepad index is essential.
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5 changed files with 52 additions and 4 deletions
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@ -56,6 +56,14 @@
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static const char *ignore_str = "/dev/input/js";
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#endif
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// On Linux with Steam Input Xbox 360 devices have an index appended to their device name, this index is
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// the Steam Input gamepad index
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#define VALVE_GAMEPAD_NAME_PREFIX "Microsoft X-Box 360 pad "
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// IDs used by Steam Input virtual controllers.
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// See https://partner.steamgames.com/doc/features/steam_controller/steam_input_gamepad_emulation_bestpractices
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#define VALVE_GAMEPAD_VID 0x28DE
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#define VALVE_GAMEPAD_PID 0x11FF
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JoypadLinux::Joypad::~Joypad() {
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for (int i = 0; i < MAX_ABS; i++) {
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if (abs_info[i]) {
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@ -411,8 +419,23 @@ void JoypadLinux::open_joypad(const char *p_path) {
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setup_joypad_properties(joypad);
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sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0);
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if (inpid.vendor && inpid.product && inpid.version) {
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Dictionary joypad_info;
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joypad_info["vendor_id"] = inpid.vendor;
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joypad_info["product_id"] = inpid.product;
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joypad_info["raw_name"] = name;
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sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0);
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input->joy_connection_changed(joy_num, true, name, uid);
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if (inpid.vendor == VALVE_GAMEPAD_VID && inpid.product == VALVE_GAMEPAD_PID) {
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if (name.begins_with(VALVE_GAMEPAD_NAME_PREFIX)) {
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String idx_str = name.substr(strlen(VALVE_GAMEPAD_NAME_PREFIX));
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if (idx_str.is_valid_int()) {
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joypad_info["steam_input_index"] = idx_str.to_int();
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}
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}
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}
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input->joy_connection_changed(joy_num, true, name, uid, joypad_info);
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} else {
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String uidname = uid;
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int uidlen = MIN(name.length(), 11);
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