1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

[HTML5] Custom Gamepad library to allow remapping.

No longer use emscripten functions for gamepads, implement them as
library functions in library_godot_display.js instead.
This allows us to do a better job at "guessing" vendorId, productId, OS,
etc. thus allowing us to better find the remapping for the controller.
This commit is contained in:
Fabio Alessandrelli
2020-12-27 14:15:43 +01:00
parent a1533f2c44
commit bab20c6e09
5 changed files with 227 additions and 54 deletions

View File

@@ -76,6 +76,12 @@ extern int godot_js_display_cursor_is_hidden();
extern void godot_js_display_cursor_set_custom_shape(const char *p_shape, const uint8_t *p_ptr, int p_len, int p_hotspot_x, int p_hotspot_y);
extern void godot_js_display_cursor_set_visible(int p_visible);
// Display gamepad
extern char *godot_js_display_gamepad_cb(void (*p_on_change)(int p_index, int p_connected, const char *p_id, const char *p_guid));
extern int godot_js_display_gamepad_sample();
extern int godot_js_display_gamepad_sample_count();
extern int godot_js_display_gamepad_sample_get(int p_idx, float r_btns[16], int32_t *r_btns_num, float r_axes[10], int32_t *r_axes_num, int32_t *r_standard);
// Display listeners
extern void godot_js_display_notification_cb(void (*p_callback)(int p_notification), int p_enter, int p_exit, int p_in, int p_out);
extern void godot_js_display_paste_cb(void (*p_callback)(const char *p_text));