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Add some joystick functions to input. Enables manipulation of mappings at runtime
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@@ -781,3 +781,49 @@ void InputDefault::parse_mapping(String p_mapping) {
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map_db.push_back(mapping);
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//printf("added mapping with uuid %ls\n", mapping.uid.c_str());
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};
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void InputDefault::add_joy_mapping(String p_mapping, bool p_update_existing) {
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parse_mapping(p_mapping);
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if (p_update_existing) {
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Vector<String> entry = p_mapping.split(",");
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String uid = entry[0];
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for (int i=0; i<joy_names.size(); i++) {
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if (uid == joy_names[i].uid) {
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joy_names[i].mapping = map_db.size() -1;
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}
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}
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}
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}
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void InputDefault::remove_joy_mapping(String p_guid) {
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for (int i=map_db.size()-1; i >= 0;i--) {
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if (p_guid == map_db[i].uid) {
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map_db.remove(i);
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}
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}
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for (int i=0; i<joy_names.size(); i++) {
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if (joy_names[i].uid == p_guid) {
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joy_names[i].mapping = -1;
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}
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}
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}
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//Defaults to simple implementation for platforms with a fixed gamepad layout, like consoles.
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bool InputDefault::is_joy_known(int p_device) {
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return OS::get_singleton()->is_joy_known(p_device);
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}
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String InputDefault::get_joy_guid(int p_device) const {
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return OS::get_singleton()->get_joy_guid(p_device);
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}
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//platforms that use the remapping system can override and call to these ones
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bool InputDefault::is_joy_mapped(int p_device) {
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return joy_names[p_device].mapping != -1 ? true : false;
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}
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String InputDefault::get_joy_guid_remapped(int p_device) const {
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return joy_names[p_device].uid;
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}
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