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gamepad_standard_mappings_mac.mm
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// 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 {
// 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
};
// The Switch Pro controller has a Capture button that has no equivalent in the
// Standard Gamepad.
enum SwitchProButtons {
SWITCH_PRO_BUTTON_CAPTURE = BUTTON_INDEX_COUNT,
SWITCH_PRO_BUTTON_COUNT
};
void MapperXbox360Gamepad(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[9];
mapped->buttons[BUTTON_INDEX_START] = input.buttons[8];
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[11];
mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = input.buttons[12];
mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = input.buttons[13];
mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = input.buttons[14];
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 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_META] = input.buttons[10];
mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4];
DpadFromAxis(mapped, input.axes[9]);
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[3]);
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];
// 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[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperXboxSeriesX(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[3]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(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[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[12];
mapped->buttons[XBOX_SERIES_X_BUTTON_SHARE] = input.buttons[15];
mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[2];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = XBOX_SERIES_X_BUTTON_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperPlaystationSixAxis(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] =
ButtonFromButtonAndAxis(input.buttons[8], input.axes[14]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] =
ButtonFromButtonAndAxis(input.buttons[9], input.axes[15]);
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];
// The SixAxis Dpad is pressure sensitive.
mapped->buttons[BUTTON_INDEX_DPAD_UP] =
ButtonFromButtonAndAxis(input.buttons[4], input.axes[10]);
mapped->buttons[BUTTON_INDEX_DPAD_DOWN] =
ButtonFromButtonAndAxis(input.buttons[6], input.axes[12]);
mapped->buttons[BUTTON_INDEX_DPAD_LEFT] =
ButtonFromButtonAndAxis(input.buttons[7], input.axes[13]);
mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] =
ButtonFromButtonAndAxis(input.buttons[5], input.axes[11]);
mapped->buttons[BUTTON_INDEX_META] = input.buttons[16];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
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_META] = input.buttons[12];
mapped->buttons[DUALSHOCK_BUTTON_TOUCHPAD] = input.buttons[13];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = DUALSHOCK_BUTTON_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_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];
DpadFromAxis(mapped, input.axes[9]);
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 MapperDirectInputStyle(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->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperMacallyIShock(const Gamepad& input, Gamepad* mapped) {
enum IShockButtons {
ISHOCK_BUTTON_C = BUTTON_INDEX_COUNT,
ISHOCK_BUTTON_D,
ISHOCK_BUTTON_E,
ISHOCK_BUTTON_COUNT,
};
*mapped = input;
mapped->buttons[BUTTON_INDEX_PRIMARY] = input.buttons[6];
mapped->buttons[BUTTON_INDEX_SECONDARY] = input.buttons[5];
mapped->buttons[BUTTON_INDEX_TERTIARY] = input.buttons[7];
mapped->buttons[BUTTON_INDEX_QUATERNARY] = input.buttons[4];
mapped->buttons[BUTTON_INDEX_LEFT_SHOULDER] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_RIGHT_SHOULDER] = input.buttons[12];
mapped->buttons[BUTTON_INDEX_LEFT_TRIGGER] = input.buttons[15];
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = input.buttons[13];
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[9];
mapped->buttons[BUTTON_INDEX_START] = input.buttons[10];
mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[16];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[17];
mapped->buttons[BUTTON_INDEX_DPAD_UP] = input.buttons[0];
mapped->buttons[BUTTON_INDEX_DPAD_DOWN] = input.buttons[1];
mapped->buttons[BUTTON_INDEX_DPAD_LEFT] = input.buttons[2];
mapped->buttons[BUTTON_INDEX_DPAD_RIGHT] = input.buttons[3];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[11];
mapped->buttons[ISHOCK_BUTTON_C] = input.buttons[8];
mapped->buttons[ISHOCK_BUTTON_D] = input.buttons[18];
mapped->buttons[ISHOCK_BUTTON_E] = 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[5];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[6];
mapped->buttons_length = ISHOCK_BUTTON_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperXGEAR(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];
DpadFromAxis(mapped, input.axes[9]);
mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[5];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[2];
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperSmartJoyPLUS(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_START] = input.buttons[8];
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[9];
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];
DpadFromAxis(mapped, input.axes[9]);
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperDragonRiseGeneric(const Gamepad& input, Gamepad* mapped) {
*mapped = input;
DpadFromAxis(mapped, input.axes[9]);
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 - 1; /* no meta */
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperOnLiveWireless(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[2]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[5]);
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[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[12];
mapped->axes[AXIS_INDEX_RIGHT_STICK_X] = input.axes[3];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[4];
DpadFromAxis(mapped, input.axes[9]);
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_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[3]);
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[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[12];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperNvShield(const Gamepad& input, Gamepad* mapped) {
enum ShieldButtons {
SHIELD_BUTTON_CIRCLE = BUTTON_INDEX_COUNT,
SHIELD_BUTTON_COUNT
};
*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[3]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[9];
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_META] = input.buttons[2];
mapped->buttons[SHIELD_BUTTON_CIRCLE] = input.buttons[5];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = SHIELD_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_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[3]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(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[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperMogaPro(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[3]);
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->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; /* no meta */
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperStadiaControllerOldFirmware(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[3]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[4]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[10];
mapped->buttons[BUTTON_INDEX_START] = input.buttons[12];
mapped->buttons[BUTTON_INDEX_LEFT_THUMBSTICK] = input.buttons[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[11];
mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA] = input.buttons[16];
mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA2] = input.buttons[17];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
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_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[3]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(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[13];
mapped->buttons[BUTTON_INDEX_RIGHT_THUMBSTICK] = input.buttons[14];
mapped->buttons[BUTTON_INDEX_META] = input.buttons[12];
mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA] = input.buttons[16];
mapped->buttons[STADIA_GAMEPAD_BUTTON_EXTRA2] = input.buttons[17];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
DpadFromAxis(mapped, input.axes[9]);
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[5];
mapped->buttons_length = BUTTON_INDEX_COUNT - 1; // no meta
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperSwitchJoyCon(const Gamepad& input, Gamepad* mapped) {
*mapped = input;
mapped->buttons_length = BUTTON_INDEX_COUNT;
mapped->axes_length = 2;
}
void MapperSwitchPro(const Gamepad& input, Gamepad* mapped) {
*mapped = input;
mapped->buttons_length = SWITCH_PRO_BUTTON_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperSwitchComposite(const Gamepad& input, Gamepad* mapped) {
// In composite mode, the inputs from two Joy-Cons are combined to form one
// virtual gamepad. Some buttons do not have equivalents in the Standard
// Gamepad and are exposed as extra buttons:
// * Capture button (Joy-Con L): BUTTON_INDEX_COUNT
// * SL (Joy-Con L): BUTTON_INDEX_COUNT + 1
// * SR (Joy-Con L): BUTTON_INDEX_COUNT + 2
// * SL (Joy-Con R): BUTTON_INDEX_COUNT + 3
// * SR (Joy-Con R): BUTTON_INDEX_COUNT + 4
const size_t kSwitchCompositeExtraButtonCount = 5;
*mapped = input;
mapped->buttons_length =
BUTTON_INDEX_COUNT + kSwitchCompositeExtraButtonCount;
mapped->axes_length = AXIS_INDEX_COUNT;
}
void MapperXboxOneBluetooth(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[10]);
mapped->buttons[BUTTON_INDEX_RIGHT_TRIGGER] = AxisToButton(input.axes[11]);
mapped->buttons[BUTTON_INDEX_BACK_SELECT] = input.buttons[31];
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];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons[BUTTON_INDEX_META] = input.buttons[30];
mapped->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
mapped->buttons_length = BUTTON_INDEX_COUNT;
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();
DpadFromAxis(mapped, input.axes[9]);
// The iDroid:con has two different modes. Distinguish them based on which
// axes are used.
if ((input.axes_used & 0b11000) == 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->axes[AXIS_INDEX_RIGHT_STICK_Y] = input.axes[5];
} 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->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];
DpadFromAxis(mapped, input.axes[9]);
mapped->buttons[BUTTON_INDEX_META] = input.buttons[12];
mapped->buttons[SWITCH_PRO_BUTTON_CAPTURE] = input.buttons[13];
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 = SWITCH_PRO_BUTTON_COUNT;
mapped->axes_length = AXIS_INDEX_COUNT;
}
constexpr struct MappingData {
GamepadId gamepad_id;
GamepadStandardMappingFunction function;
} AvailableMappings[] = {
// PowerA Wireless Controller - Nintendo GameCube style
{GamepadId::kPowerALicPro, MapperSwitchPro},
// Snakebyte iDroid:con
{GamepadId::kBroadcomProduct8502, MapperSnakebyteIDroidCon},
// DragonRise Generic USB
{GamepadId::kDragonRiseProduct0006, MapperDragonRiseGeneric},
// HORIPAD for Nintendo Switch
{GamepadId::kHoriProduct00c1, MapperHoripadSwitch},
// Xbox 360 Wired
{GamepadId::kMicrosoftProduct028e, MapperXbox360Gamepad},
// Xbox 360 Wireless
{GamepadId::kMicrosoftProduct028f, MapperXbox360Gamepad},
// Xbox One Wired
{GamepadId::kMicrosoftProduct02d1, MapperXbox360Gamepad},
// Xbox One Wired (2015 FW)
{GamepadId::kMicrosoftProduct02dd, MapperXbox360Gamepad},
// Xbox One S (Bluetooth)
{GamepadId::kMicrosoftProduct02e0, MapperXboxOneS},
// Xbox One Elite (USB)
{GamepadId::kMicrosoftProduct02e3, MapperXbox360Gamepad},
// Xbox One S (USB)
{GamepadId::kMicrosoftProduct02ea, MapperXbox360Gamepad},
// Xbox One S (Bluetooth)
{GamepadId::kMicrosoftProduct02fd, MapperXboxOneS2016Firmware},
// Xbox Series X (Bluetooth)
{GamepadId::kMicrosoftProduct0b13, MapperXboxSeriesX},
// Xbox 360 Wireless
{GamepadId::kMicrosoftProduct0719, MapperXbox360Gamepad},
// Xbox One Elite 2 (USB)
{GamepadId::kMicrosoftProduct0b00, MapperXbox360Gamepad},
// Xbox One Elite 2 (Bluetooth)
{GamepadId::kMicrosoftProduct0b05, MapperXboxOneBluetooth},
// Xbox Adaptive Controller (USB)
{GamepadId::kMicrosoftProduct0b0a, MapperXbox360Gamepad},
// Xbox Adaptive Controller (Bluetooth)
{GamepadId::kMicrosoftProduct0b0c, MapperXboxOneBluetooth},
// Logitech F310, D mode
{GamepadId::kLogitechProductc216, MapperDirectInputStyle},
// Logitech F510, D mode
{GamepadId::kLogitechProductc218, MapperDirectInputStyle},
// Logitech F710, D mode
{GamepadId::kLogitechProductc219, MapperDirectInputStyle},
// Playstation SIXAXIS
{GamepadId::kSonyProduct0268, MapperPlaystationSixAxis},
// 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, MapperSmartJoyPLUS},
// Nvidia Shield gamepad (2015)
{GamepadId::kNvidiaProduct7210, MapperNvShield},
// XSkills Gamecube USB adapter
{GamepadId::kPlayComProduct0005, MapperXSkills},
// Nexus Player Controller
{GamepadId::kAsusTekProduct4500, MapperADT1},
// XFXforce XGEAR PS2 Controller
{GamepadId::kPdpProduct0003, MapperXGEAR},
// Razer Serval Controller
{GamepadId::kRazer1532Product0900, MapperRazerServal},
// ADT-1 Controller
{GamepadId::kGoogleProduct2c40, MapperADT1},
// Stadia Controller
{GamepadId::kGoogleProduct9400, MapperStadiaController},
// Moga Pro Controller (HID mode)
{GamepadId::kVendor20d6Product6271, MapperMogaPro},
// Macally iShockX, analog mode
{GamepadId::kMacAllyProduct0060, MapperDirectInputStyle},
// Macally iShock
{GamepadId::kMacAllyProduct4010, MapperMacallyIShock},
// 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},
};
} // 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 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;
}
return mapper;
}
} // namespace device