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authorhondres <liu.gam3@gmail.com>2016-01-24 05:11:59 +0100
committerhondres <liu.gam3@gmail.com>2016-01-24 05:29:09 +0100
commite7c920fdbabd65a86864ec9610f895bee82f05ba (patch)
treed97aa6da8b4ff05a1164d0bdeadff4c83b3be1cd /main/input_default.cpp
parent6c27df8df609337867c108c5adb66174393e190b (diff)
support gamepad remapping on android
Diffstat (limited to 'main/input_default.cpp')
-rw-r--r--main/input_default.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/main/input_default.cpp b/main/input_default.cpp
index 4e5d753ea9..bafc227fb2 100644
--- a/main/input_default.cpp
+++ b/main/input_default.cpp
@@ -164,6 +164,12 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_
//printf("found mapping\n");
};
};
+#ifdef ANDROID_ENABLED
+ //Use a default mapping for Android, as we recieve events using indices of a SDL_GAMECONTROLLER.
+ //So we need to map those to our own joystick layout
+ if (mapping == -1)
+ mapping = 0;
+#endif
js.mapping = mapping;
};
joy_names[p_idx] = js;
@@ -513,6 +519,10 @@ InputDefault::InputDefault() {
hat_map_default[HAT_LEFT].index = JOY_DPAD_LEFT;
hat_map_default[HAT_LEFT].value = 0;
+#ifdef ANDROID_ENABLED
+ //add the default mapping first, in case someone actually sets the env variable on their phone
+ parse_mapping("Default Android Gamepad,Default Controller,leftx:a0,lefty:a1,dpdown:h0.4,rightstick:b8,rightshoulder:b10,rightx:a2,start:b6,righty:a3,dpleft:h0.8,lefttrigger:a4,x:b2,dpup:h0.1,back:b4,leftstick:b7,leftshoulder:b9,y:b3,a:b0,dpright:h0.2,righttrigger:a5,b:b1,");
+#endif
String env_mapping = OS::get_singleton()->get_environment("SDL_GAMECONTROLLERCONFIG");
if (env_mapping != "") {
@@ -865,6 +875,10 @@ String InputDefault::get_joy_guid(int p_device) const {
//platforms that use the remapping system can override and call to these ones
bool InputDefault::is_joy_mapped(int p_device) {
+#ifdef ANDROID_ENABLED
+ if (joy_names[p_device].mapping == 0)
+ return false;
+#endif
return joy_names[p_device].mapping != -1 ? true : false;
}