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Add support for SDL_GameControllerDB
This adds support for importing and applying mappings from the SDL_GameControllerDB database. Related to #900.
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@@ -476,7 +476,7 @@ SORT_MEMBER_DOCS = NO
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# by member name. If set to NO (the default) the members will appear in
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# declaration order.
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SORT_BRIEF_DOCS = YES
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SORT_BRIEF_DOCS = NO
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# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen
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# will sort the (brief and detailed) documentation of class members so that
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137
docs/input.dox
137
docs/input.dox
@@ -653,6 +653,143 @@ called by joystick functions. The function will then return whatever it
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returns for a disconnected joystick.
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@subsection gamepad Gamepad input
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The joystick functions provide unlabeled axes, buttons and hats, with no
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indication of where they are located on the device. Their order may also vary
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between platforms even with the same device.
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To solve this problem the SDL community crowdsourced the
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[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) project,
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a database of mappings from many different devices to an Xbox-like gamepad.
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GLFW supports this mapping format and contains a copy of the mappings
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available at the time of release. See @ref gamepad_mapping for how to update
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this at runtime. Mappings will be assigned to joysticks automatically any time
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a joystick is connected or the mappings are updated.
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You can check whether a joystick is both present and has a gamepad mapping with
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@ref glfwJoystickIsGamepad.
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@code
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if (glfwJoystickIsGamepad(GLFW_JOYSTICK_2))
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{
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// Use as gamepad
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}
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@endcode
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If you are only interested in gamepad input you can use this function instead of
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@ref glfwJoystickPresent.
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You can query the human-readable name provided by the gamepad mapping with @ref
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glfwGetGamepadName. This may or may not be the same as the
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[joystick name](@ref joystick_name).
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@code
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const char* name = glfwGetGamepadName(GLFW_JOYSTICK_7);
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@endcode
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To retrieve the gamepad state of a joystick, call @ref glfwGetGamepadState.
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@code
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GLFWgamepadstate state;
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if (glfwGetGamepadState(GLFW_JOYSTICK_3, &state))
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{
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if (state.buttons[GLFW_GAMEPAD_BUTTON_A])
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{
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input_jump();
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}
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input_speed(state.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER]);
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}
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@endcode
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The @ref GLFWgamepadstate struct has two arrays; one for button states and one
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for axis states. The values for each button and axis are the same as for the
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@ref glfwGetJoystickButtons and @ref glfwGetJoystickAxes functions, i.e.
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`GLFW_PRESS` or `GLFW_RELEASE` for buttons and -1.0 to 1.0 inclusive for axes.
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The sizes of the arrays and the positions within each array are fixed.
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The [button indices](@ref gamepad_buttons) are `GLFW_GAMEPAD_BUTTON_A`,
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`GLFW_GAMEPAD_BUTTON_B`, `GLFW_GAMEPAD_BUTTON_X`, `GLFW_GAMEPAD_BUTTON_Y`,
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`GLFW_GAMEPAD_BUTTON_LEFT_BUMPER`, `GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER`,
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`GLFW_GAMEPAD_BUTTON_BACK`, `GLFW_GAMEPAD_BUTTON_START`,
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`GLFW_GAMEPAD_BUTTON_GUIDE`, `GLFW_GAMEPAD_BUTTON_LEFT_THUMB`,
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`GLFW_GAMEPAD_BUTTON_RIGHT_THUMB`, `GLFW_GAMEPAD_BUTTON_DPAD_UP`,
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`GLFW_GAMEPAD_BUTTON_DPAD_RIGHT`, `GLFW_GAMEPAD_BUTTON_DPAD_DOWN` and
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`GLFW_GAMEPAD_BUTTON_DPAD_LEFT`.
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For those who prefer, there are also the `GLFW_GAMEPAD_BUTTON_CROSS`,
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`GLFW_GAMEPAD_BUTTON_CIRCLE`, `GLFW_GAMEPAD_BUTTON_SQUARE` and
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`GLFW_GAMEPAD_BUTTON_TRIANGLE` aliases for the A, B, X and Y button indices.
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The [axis indices](@ref gamepad_axes) are `GLFW_GAMEPAD_AXIS_LEFT_X`,
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`GLFW_GAMEPAD_AXIS_LEFT_Y`, `GLFW_GAMEPAD_AXIS_RIGHT_X`,
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`GLFW_GAMEPAD_AXIS_RIGHT_Y`, `GLFW_GAMEPAD_AXIS_LEFT_TRIGGER` and
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`GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER`.
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The `GLFW_GAMEPAD_BUTTON_LAST` and `GLFW_GAMEPAD_AXIS_LAST` constants equal
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the largest available index for each array.
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@subsection gamepad_mapping Gamepad mappings
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Newer ones can be added with @ref glfwUpdateGamepadMappings. This function
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supports everything from single lines up to the entire unmodified contents of
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the `gamecontrollerdb.txt` file.
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@code
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const char* mappings = load_file_contents("gamecontrollerdb.txt");
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glfwUpdateGamepadMappings(mappings);
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@endcode
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Below is a description of the mapping format. Please keep in mind that __this
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description is not authoritative__. The format is defined by the SDL and
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SDL_GameControllerDB projects and their documentation and code takes precedence.
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Each mapping is a single line of comma-separated values describing the GUID,
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name and layout of the gamepad. Lines that do not begin with a hexadecimal
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digit are ignored.
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The first value is always the gamepad GUID, a 32 character long hexadecimal
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string that typically identifies its make, model, revision and the type of
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connection to the computer. When this information is not available, the GUID is
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generated using the gamepad name. GLFW uses the SDL 2.0.5+ GUID format but can
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convert from the older formats.
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The second value is always the human-readable name of the gamepad.
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All subsequent values are in the form `<field>:<value>` and describe the layout
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of the mapping. These fields may not all be present and may occur in any order.
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The button fields are `a`, `b`, `c`, `d`, `back`, `start`, `guide`, `dpup`,
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`dpright`, `dpdown`, `dpleft`, `leftshoulder`, `rightshoulder`, `leftstick` and
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`rightstick`.
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The axis fields are `leftx`, `lefty`, `rightx`, `righty`, `lefttrigger` and
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`righttrigger`.
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The value of an axis or button field can be a joystick button, a joystick axis,
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a hat bitmask or empty. Joystick buttons are specified as `bN`, for example
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`b2` for the third button. Joystick axes are specified as `aN`, for example
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`a7` for the eighth button. Joystick hat bit masks are specified as `hN.N`, for
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example `h0.8` for left on the first hat. More than one bit may be set in the
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mask.
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The hat bit mask match the [hat states](@ref hat_state) in the joystick
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functions.
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There is also the special `platform` field that specifies which platform the
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mapping is valid for. Possible values are `Windows`, `Mac OS X` and `Linux`.
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Mappings without this field will always be considered valid.
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@note GLFW does not yet support the range and inversion modifiers `+`, `-` and
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`~`.
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@section time Time input
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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.
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@see @ref error_handling
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@subsection news_33_gamepad SDL_GameControllerDB support and gamepad input
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GLFW now supports remapping of gamepads and controllers to a 360-like controller
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layout with @ref glfwJoystickIsGamepad, @ref glfwGetGamepadName, @ref
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glfwGetGamepadState and @ref glfwUpdateGamepadMappings, and the input state
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struct @ref GLFWgamepadstate.
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@sa @ref gamepad
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@subsection news_33_attention User attention request
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GLFW now supports requesting user attention to a specific window (on macOS to
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