Add support for SDL_GameControllerDB

This adds support for importing and applying mappings from the
SDL_GameControllerDB database.

Related to #900.
This commit is contained in:
Camilla Löwy
2017-06-18 15:13:25 +02:00
parent 07bf2b166b
commit 953106e74d
19 changed files with 1186 additions and 80 deletions

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@@ -476,7 +476,7 @@ SORT_MEMBER_DOCS = NO
# by member name. If set to NO (the default) the members will appear in
# declaration order.
SORT_BRIEF_DOCS = YES
SORT_BRIEF_DOCS = NO
# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen
# will sort the (brief and detailed) documentation of class members so that

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@@ -653,6 +653,143 @@ called by joystick functions. The function will then return whatever it
returns for a disconnected joystick.
@subsection gamepad Gamepad input
The joystick functions provide unlabeled axes, buttons and hats, with no
indication of where they are located on the device. Their order may also vary
between platforms even with the same device.
To solve this problem the SDL community crowdsourced the
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) project,
a database of mappings from many different devices to an Xbox-like gamepad.
GLFW supports this mapping format and contains a copy of the mappings
available at the time of release. See @ref gamepad_mapping for how to update
this at runtime. Mappings will be assigned to joysticks automatically any time
a joystick is connected or the mappings are updated.
You can check whether a joystick is both present and has a gamepad mapping with
@ref glfwJoystickIsGamepad.
@code
if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
{
// Use as gamepad
}
@endcode
If you are only interested in gamepad input you can use this function instead of
@ref glfwJoystickPresent.
You can query the human-readable name provided by the gamepad mapping with @ref
glfwGetGamepadName. This may or may not be the same as the
[joystick name](@ref joystick_name).
@code
const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
@endcode
To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
@code
GLFWgamepadstate state;
if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
{
if (state.buttons[GLFW_GAMEPAD_BUTTON_A])
{
input_jump();
}
input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]);
}
@endcode
The @ref GLFWgamepadstate struct has two arrays; one for button states and one
for axis states. The values for each button and axis are the same as for the
@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e.
`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes.
The sizes of the arrays and the positions within each array are fixed.
The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`,
`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`,
`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`,
`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`,
`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`,
`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`,
`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and
`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`.
For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`,
`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and
`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices.
The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`,
`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`,
`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and
`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`.
The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal
the largest available index for each array.
@subsection gamepad_mapping Gamepad mappings
Newer ones can be added with @ref glfwUpdateGamepadMappings. This function
supports everything from single lines up to the entire unmodified contents of
the `gamecontrollerdb.txt` file.
@code
const char* mappings = load_file_contents("gamecontrollerdb.txt");
glfwUpdateGamepadMappings(mappings);
@endcode
Below is a description of the mapping format. Please keep in mind that __this
description is not authoritative__. The format is defined by the SDL and
SDL_GameControllerDB projects and their documentation and code takes precedence.
Each mapping is a single line of comma-separated values describing the GUID,
name and layout of the gamepad. Lines that do not begin with a hexadecimal
digit are ignored.
The first value is always the gamepad GUID, a 32 character long hexadecimal
string that typically identifies its make, model, revision and the type of
connection to the computer. When this information is not available, the GUID is
generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can
convert from the older formats.
The second value is always the human-readable name of the gamepad.
All subsequent values are in the form `<field>:<value>` and describe the layout
of the mapping. These fields may not all be present and may occur in any order.
The button fields are `a`, `b`, `c`, `d`, `back`, `start`, `guide`, `dpup`,
`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and
`rightstick`.
The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and
`righttrigger`.
The value of an axis or button field can be a joystick button, a joystick axis,
a hat bitmask or empty. Joystick buttons are specified as `bN`, for example
`b2` for the third button. Joystick axes are specified as `aN`, for example
`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for
example `h0.8` for left on the first hat. More than one bit may be set in the
mask.
The hat bit mask match the [hat states](@ref hat_state) in the joystick
functions.
There is also the special `platform` field that specifies which platform the
mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`.
Mappings without this field will always be considered valid.
@note GLFW does not yet support the range and inversion modifiers `+`, `-` and
`~`.
@section time Time input
GLFW provides high-resolution time input, in seconds, with @ref glfwGetTime.

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@@ -13,6 +13,16 @@ human-readable description with @ref glfwGetError.
@see @ref error_handling
@subsection news_33_gamepad SDL_GameControllerDB support and gamepad input
GLFW now supports remapping of gamepads and controllers to a 360-like controller
layout with @ref glfwJoystickIsGamepad, @ref glfwGetGamepadName, @ref
glfwGetGamepadState and @ref glfwUpdateGamepadMappings, and the input state
struct @ref GLFWgamepadstate.
@sa @ref gamepad
@subsection news_33_attention User attention request
GLFW now supports requesting user attention to a specific window (on macOS to