panda3d/panda/src/device/evdevInputDevice.cxx

996 lines
28 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file evdevInputDevice.cxx
* @author rdb
* @date 2015-08-24
*/
#include "evdevInputDevice.h"
#ifdef PHAVE_LINUX_INPUT_H
#include "gamepadButton.h"
#include "keyboardButton.h"
#include "mouseButton.h"
#include "linuxInputDeviceManager.h"
#include <fcntl.h>
#include <linux/input.h>
// Android introduces these in API level 21.
#ifndef BTN_TRIGGER_HAPPY
#define BTN_TRIGGER_HAPPY 0x2c0
#define BTN_TRIGGER_HAPPY1 0x2c0
#define BTN_TRIGGER_HAPPY2 0x2c1
#define BTN_TRIGGER_HAPPY3 0x2c2
#define BTN_TRIGGER_HAPPY4 0x2c3
#endif
#define test_bit(bit, array) ((array)[(bit)>>3] & (1<<((bit)&7)))
enum QuirkBits {
// Right stick uses Z and Rz inputs.
QB_rstick_from_z = 1,
// Throttle goes from -1 to 1 rather than from 0 to 1.
QB_centered_throttle = 2,
// Throttle is reversed.
QB_reversed_throttle = 4,
// Only consider the device "connected" if all axes are non-zero.
QB_connect_if_nonzero = 8,
// ABS_THROTTLE maps to rudder
QB_rudder_from_throttle = 16,
};
static const struct DeviceMapping {
unsigned short vendor;
unsigned short product;
InputDevice::DeviceClass device_class;
int quirks;
} mapping_presets[] = {
// NVIDIA Shield Controller
{0x0955, 0x7214, InputDevice::DC_gamepad, QB_rstick_from_z},
// T.Flight Hotas X
{0x044f, 0xb108, InputDevice::DC_flight_stick, QB_centered_throttle | QB_reversed_throttle | QB_rudder_from_throttle},
// Xbox 360 Wireless Controller
{0x045e, 0x0719, InputDevice::DC_gamepad, QB_connect_if_nonzero},
// Jess Tech Colour Rumble Pad
{0x0f30, 0x0111, InputDevice::DC_gamepad, 0},
// 3Dconnexion Space Traveller 3D Mouse
{0x046d, 0xc623, InputDevice::DC_3d_mouse, 0},
// 3Dconnexion Space Pilot 3D Mouse
{0x046d, 0xc625, InputDevice::DC_3d_mouse, 0},
// 3Dconnexion Space Navigator 3D Mouse
{0x046d, 0xc626, InputDevice::DC_3d_mouse, 0},
// 3Dconnexion Space Explorer 3D Mouse
{0x046d, 0xc627, InputDevice::DC_3d_mouse, 0},
// 3Dconnexion Space Navigator for Notebooks
{0x046d, 0xc628, InputDevice::DC_3d_mouse, 0},
// 3Dconnexion SpacePilot Pro 3D Mouse
{0x046d, 0xc629, InputDevice::DC_3d_mouse, 0},
// 3Dconnexion Space Mouse Pro
{0x046d, 0xc62b, InputDevice::DC_3d_mouse, 0},
{0},
};
TypeHandle EvdevInputDevice::_type_handle;
/**
* Creates a new device representing the evdev device with the given index.
*/
EvdevInputDevice::
EvdevInputDevice(LinuxInputDeviceManager *manager, int index) :
_manager(manager),
_index(index),
_fd(-1),
_can_write(false),
_ff_id(-1),
_ff_playing(false),
_ff_strong(-1),
_ff_weak(-1),
_dpad_x_axis(-1),
_dpad_y_axis(-1),
_dpad_left_button(-1),
_dpad_up_button(-1),
_ltrigger_code(-1),
_rtrigger_code(-1) {
char path[64];
sprintf(path, "/dev/input/event%d", index);
_fd = open(path, O_RDWR | O_NONBLOCK);
if (_fd >= 0) {
_can_write = true;
} else {
// On failure, open device as read-only.
_fd = open(path, O_RDONLY | O_NONBLOCK);
}
if (_fd >= 0) {
init_device();
} else {
_is_connected = false;
device_cat.error()
<< "Opening raw input device: " << strerror(errno) << " " << path << "\n";
}
}
/**
*
*/
EvdevInputDevice::
~EvdevInputDevice() {
if (_fd != -1) {
if (_ff_id != -1) {
// Remove force-feedback effect.
do_set_vibration(0, 0);
ioctl(_fd, EVIOCRMFF, _ff_id);
_ff_id = -1;
}
close(_fd);
_fd = -1;
}
}
/**
* Sets the vibration strength. The first argument controls a low-frequency
* motor, if present, and the latter controls a high-frequency motor.
* The values are within the 0-1 range.
*/
void EvdevInputDevice::
do_set_vibration(double strong, double weak) {
if (_fd == -1 || !_can_write) {
return;
}
int strong_level = strong * 0xffff;
int weak_level = weak * 0xffff;
if (strong_level == _ff_strong && weak_level == _ff_weak) {
// No change.
return;
}
// Upload the new effect parameters. Do this even if we are about
// to stop the effect, because some drivers don't respond to simply
// stopping the effect.
struct ff_effect effect;
effect.type = FF_RUMBLE;
effect.id = _ff_id;
effect.direction = 0;
effect.trigger.button = 0;
effect.trigger.interval = 0;
effect.replay.length = 0;
effect.replay.delay = 0;
effect.u.rumble.strong_magnitude = strong_level;
effect.u.rumble.weak_magnitude = weak_level;
if (ioctl(_fd, EVIOCSFF, &effect) < 0) {
return;
} else {
_ff_id = effect.id;
_ff_strong = strong_level;
_ff_weak = weak_level;
}
if (!_ff_playing) {
// Start the effect. We could pass 0 as value to stop the effect
// when a level of 0 is requested, but my driver seems to ignore it.
_ff_playing = true;
struct input_event play;
play.type = EV_FF;
play.code = _ff_id;
play.value = 1;
if (write(_fd, &play, sizeof(play)) < 0) {
device_cat.warning()
<< "Failed to write force-feedback event: " << strerror(errno) << "\n";
}
}
}
/**
* Polls the input device for new activity, to ensure it contains the latest
* events. This will only have any effect for some types of input devices;
* others may be updated automatically, and this method will be a no-op.
*/
void EvdevInputDevice::
do_poll() {
if (_fd != -1 && process_events()) {
while (process_events()) {}
// If we got events, we are obviously connected. Mark us so.
if (!_is_connected) {
_is_connected = true;
if (_manager != nullptr) {
_manager->add_device(this);
}
}
}
}
/**
* Reads basic properties from the device.
*/
bool EvdevInputDevice::
init_device() {
nassertr(_fd >= 0, false);
LightMutexHolder holder(_lock);
uint8_t evtypes[(EV_MAX + 8) >> 3];
memset(evtypes, 0, sizeof(evtypes));
char name[128];
if (ioctl(_fd, EVIOCGNAME(sizeof(name)), name) < 0 ||
ioctl(_fd, EVIOCGBIT(0, sizeof(evtypes)), evtypes) < 0) {
close(_fd);
_fd = -1;
_is_connected = false;
device_cat.error() << "Opening raw input device: ioctl failed\n";
return false;
}
_name.assign(name);
//cerr << "##### Now initializing device " << name << "\n";
struct input_id id;
if (ioctl(_fd, EVIOCGID, &id) >= 0) {
_vendor_id = id.vendor;
_product_id = id.product;
}
bool all_values_zero = true;
bool emulate_dpad = true;
bool have_analog_triggers = false;
bool has_keys = false;
bool has_axes = false;
uint8_t keys[(KEY_MAX + 8) >> 3];
if (test_bit(EV_KEY, evtypes)) {
// Check which buttons are on the device.
memset(keys, 0, sizeof(keys));
ioctl(_fd, EVIOCGBIT(EV_KEY, sizeof(keys)), keys);
has_keys = true;
if (test_bit(KEY_A, keys) && test_bit(KEY_Z, keys)) {
_flags |= IDF_has_keyboard;
}
}
int num_bits = 0;
uint8_t axes[(ABS_MAX + 8) >> 3];
if (test_bit(EV_ABS, evtypes)) {
// Check which axes are on the device.
memset(axes, 0, sizeof(axes));
num_bits = ioctl(_fd, EVIOCGBIT(EV_ABS, sizeof(axes)), axes) << 3;
has_axes = true;
}
// Do we have a preset device mapping?
int quirks = 0;
const DeviceMapping *mapping = mapping_presets;
while (mapping->vendor != 0) {
if (_vendor_id == mapping->vendor && _product_id == mapping->product) {
_device_class = mapping->device_class;
quirks = mapping->quirks;
break;
}
++mapping;
}
// Try to detect which type of device we have here
if (_device_class == DC_unknown) {
int device_scores[DC_COUNT];
memset(device_scores, 0, sizeof(device_scores));
// Test for specific keys
if (test_bit(BTN_GAMEPAD, keys) && test_bit(ABS_X, axes) && test_bit(ABS_RX, axes)) {
device_scores[DC_gamepad] += 5;
device_scores[DC_steering_wheel] += 5;
device_scores[DC_flight_stick] += 5;
}
if (test_bit(ABS_WHEEL, axes) && test_bit(ABS_GAS, axes) && test_bit(ABS_BRAKE, axes)) {
device_scores[DC_steering_wheel] += 10;
}
if (test_bit(BTN_GEAR_DOWN, keys) && test_bit(BTN_GEAR_UP, keys)) {
device_scores[DC_steering_wheel] += 10;
}
if (test_bit(BTN_JOYSTICK, keys) && test_bit(ABS_X, axes)) {
device_scores[DC_flight_stick] += 10;
}
if (test_bit(BTN_MOUSE, keys) && test_bit(EV_REL, evtypes)) {
device_scores[DC_mouse] += 20;
}
uint8_t unknown_keys[] = {KEY_POWER};
for (int i = 0; i < 1; i++) {
if (test_bit(unknown_keys[i], keys)) {
if (unknown_keys[i] == KEY_POWER) {
}
device_scores[DC_unknown] += 20;
}
}
if (_flags & IDF_has_keyboard) {
device_scores[DC_keyboard] += 20;
}
// Test for specific name tags
string lowercase_name = _name;
for(int x=0; x<_name.length(); x++) {
lowercase_name[x]=tolower(lowercase_name[x]);
}
if (lowercase_name.find("gamepad") != string::npos) {
device_scores[DC_gamepad] += 10;
}
if (lowercase_name.find("wheel") != string::npos) {
device_scores[DC_steering_wheel] += 10;
}
if (lowercase_name.find("mouse") != string::npos || lowercase_name.find("touchpad") != string::npos) {
device_scores[DC_mouse] += 10;
}
if (lowercase_name.find("keyboard") != string::npos) {
device_scores[DC_keyboard] += 10;
}
// List of lowercase names that occur in unknown devices
string unknown_names[] = {"video bus", "power button", "sleep button"};
for(int i = 0; i < 3; i++) {
if (lowercase_name.find(unknown_names[i]) != string::npos) {
device_scores[DC_unknown] += 20;
}
}
// Check which device type got the most points
size_t highest_score = 0;
for (size_t i = 0; i < DC_COUNT; i++) {
if (device_scores[i] > highest_score) {
highest_score = device_scores[i];
_device_class = (DeviceClass)i;
}
}
//cerr << "Found highscore class " << _device_class << " with this score: " << highest_score << "\n";
}
if (has_keys) {
// Also check whether the buttons are currently pressed.
uint8_t states[(KEY_MAX + 8) >> 3];
memset(states, 0, sizeof(states));
ioctl(_fd, EVIOCGKEY(sizeof(states)), states);
for (int i = 0; i <= KEY_MAX; ++i) {
if (test_bit(i, keys)) {
ButtonState button;
button.handle = map_button(i, _device_class);
int button_index = (int)_buttons.size();
if (button.handle == ButtonHandle::none()) {
if (device_cat.is_debug()) {
device_cat.debug() << "Unmapped /dev/input/event" << _index
<< " button " << button_index << ": 0x" << hex << i << dec << "\n";
}
}
if (test_bit(i, states)) {
button.state = S_down;
all_values_zero = false;
} else {
button.state = S_up;
}
if (button.handle == GamepadButton::dpad_left()) {
emulate_dpad = false;
} else if (button.handle == GamepadButton::ltrigger()) {
_ltrigger_code = i;
} else if (button.handle == GamepadButton::rtrigger()) {
_rtrigger_code = i;
}
_buttons.push_back(button);
if (i >= _button_indices.size()) {
_button_indices.resize(i + 1, -1);
}
_button_indices[i] = button_index;
}
}
}
if (has_axes) {
_control_indices.resize(num_bits, -1);
for (int i = 0; i < num_bits; ++i) {
if (test_bit(i, axes)) {
ControlAxis axis = C_none;
switch (i) {
case ABS_X:
if (_device_class == DC_gamepad) {
axis = InputDevice::C_left_x;
} else if (_device_class == DC_flight_stick) {
axis = InputDevice::C_roll;
} else {
axis = InputDevice::C_x;
}
break;
case ABS_Y:
if (_device_class == DC_gamepad) {
axis = InputDevice::C_left_y;
} else if (_device_class == DC_flight_stick) {
axis = InputDevice::C_pitch;
} else {
axis = InputDevice::C_y;
}
break;
case ABS_Z:
if (quirks & QB_rstick_from_z) {
axis = InputDevice::C_right_x;
} else if (_device_class == DC_gamepad) {
axis = InputDevice::C_left_trigger;
have_analog_triggers = true;
} else if (_device_class == DC_3d_mouse) {
axis = InputDevice::C_z;
} else {
axis = InputDevice::C_throttle;
}
break;
case ABS_RX:
if (_device_class == DC_3d_mouse) {
axis = InputDevice::C_pitch;
} else if ((quirks & QB_rstick_from_z) == 0) {
axis = InputDevice::C_right_x;
}
break;
case ABS_RY:
if (_device_class == DC_3d_mouse) {
axis = InputDevice::C_roll;
} else if ((quirks & QB_rstick_from_z) == 0) {
axis = InputDevice::C_right_y;
}
break;
case ABS_RZ:
if (quirks & QB_rstick_from_z) {
axis = InputDevice::C_right_y;
} else if (_device_class == DC_gamepad) {
axis = InputDevice::C_right_trigger;
have_analog_triggers = true;
} else {
axis = InputDevice::C_yaw;
}
break;
case ABS_THROTTLE:
if (quirks & QB_rudder_from_throttle) {
axis = InputDevice::C_rudder;
} else {
axis = InputDevice::C_throttle;
}
break;
case ABS_RUDDER:
axis = InputDevice::C_rudder;
break;
case ABS_WHEEL:
axis = InputDevice::C_wheel;
break;
case ABS_GAS:
if (_device_class == DC_gamepad) {
axis = InputDevice::C_right_trigger;
have_analog_triggers = true;
} else {
axis = InputDevice::C_accelerator;
}
break;
case ABS_BRAKE:
if (_device_class == DC_gamepad) {
axis = InputDevice::C_left_trigger;
have_analog_triggers = true;
} else {
axis = InputDevice::C_brake;
}
break;
case ABS_HAT0X:
if (emulate_dpad) {
_dpad_x_axis = i;
_dpad_left_button = (int)_buttons.size();
if (_device_class == DC_gamepad) {
_buttons.push_back(ButtonState(GamepadButton::dpad_left()));
_buttons.push_back(ButtonState(GamepadButton::dpad_right()));
} else {
_buttons.push_back(ButtonState(GamepadButton::hat_left()));
_buttons.push_back(ButtonState(GamepadButton::hat_right()));
}
}
break;
case ABS_HAT0Y:
if (emulate_dpad) {
_dpad_y_axis = i;
_dpad_up_button = (int)_buttons.size();
if (_device_class == DC_gamepad) {
_buttons.push_back(ButtonState(GamepadButton::dpad_up()));
_buttons.push_back(ButtonState(GamepadButton::dpad_down()));
} else {
_buttons.push_back(ButtonState(GamepadButton::hat_up()));
_buttons.push_back(ButtonState(GamepadButton::hat_down()));
}
}
break;
}
// Check the initial value and ranges.
struct input_absinfo absinfo;
if (ioctl(_fd, EVIOCGABS(i), &absinfo) >= 0) {
int index;
// We'd like to reverse the Y axis to match the XInput behavior.
// Also reverse the yaw axis to match right-hand coordinate system.
// Also T.Flight Hotas X throttle is reversed and can go backwards.
if (axis == C_yaw || axis == C_rudder || axis == C_left_y || axis == C_right_y ||
(axis == C_throttle && (quirks & QB_reversed_throttle) != 0) ||
(_device_class == DC_3d_mouse && (axis == C_y || axis == C_z || axis == C_roll))) {
swap(absinfo.maximum, absinfo.minimum);
}
if (axis == C_throttle && (quirks & QB_centered_throttle) != 0) {
index = add_control(axis, absinfo.maximum, absinfo.minimum, true);
} else {
index = add_control(axis, absinfo.minimum, absinfo.maximum);
}
control_changed(index, absinfo.value);
_control_indices[i] = index;
if (absinfo.value != 0) {
all_values_zero = false;
}
}
}
}
}
if (test_bit(EV_REL, evtypes)) {
_flags |= IDF_has_pointer;
}
if (test_bit(EV_FF, evtypes)) {
uint8_t effects[(FF_MAX + 8) >> 3];
memset(effects, 0, sizeof(effects));
ioctl(_fd, EVIOCGBIT(EV_FF, sizeof(effects)), effects);
if (test_bit(FF_RUMBLE, effects)) {
if (_can_write) {
_flags |= IDF_has_vibration;
} else {
// Let the user know what he's missing out on.
device_cat.warning()
<< "/dev/input/event" << _index << " is not writable, vibration "
<< "effects will be unavailable.\n";
}
}
}
if (_ltrigger_code >= 0 && _rtrigger_code >= 0 && !have_analog_triggers) {
// Emulate analog triggers.
_ltrigger_control = (int)_controls.size();
add_control(C_left_trigger, 0, 1, false);
add_control(C_right_trigger, 0, 1, false);
} else {
_ltrigger_code = -1;
_rtrigger_code = -1;
}
char path[64];
char buffer[256];
const char *parent = "";
sprintf(path, "/sys/class/input/event%d/device/device/../product", _index);
FILE *f = fopen(path, "r");
if (!f) {
parent = "../";
sprintf(path, "/sys/class/input/event%d/device/device/%s../product", _index, parent);
f = fopen(path, "r");
}
if (f) {
if (fgets(buffer, sizeof(buffer), f) != NULL) {
buffer[strcspn(buffer, "\r\n")] = 0;
if (buffer[0] != 0) {
_name.assign(buffer);
}
}
fclose(f);
}
sprintf(path, "/sys/class/input/event%d/device/device/%s../manufacturer", _index, parent);
f = fopen(path, "r");
if (f) {
if (fgets(buffer, sizeof(buffer), f) != NULL) {
buffer[strcspn(buffer, "\r\n")] = 0;
_manufacturer.assign(buffer);
}
fclose(f);
}
sprintf(path, "/sys/class/input/event%d/device/device/%s../serial", _index, parent);
f = fopen(path, "r");
if (f) {
if (fgets(buffer, sizeof(buffer), f) != NULL) {
buffer[strcspn(buffer, "\r\n")] = 0;
_serial_number.assign(buffer);
}
fclose(f);
}
// Special-case fix for Xbox 360 Wireless Receiver: the Linux kernel
// driver always reports 4 connected gamepads, regardless of the number
// of gamepads actually present. This hack partially remedies this.
if (all_values_zero && (quirks & QB_connect_if_nonzero) != 0) {
_is_connected = false;
} else {
_is_connected = true;
}
return true;
}
/**
* Reads a number of events from the device. Returns true if events were read,
* meaning this function should keep being called until it returns false.
*/
bool EvdevInputDevice::
process_events() {
// Read 8 events at a time.
struct input_event events[8];
int n_read = read(_fd, events, sizeof(events));
if (n_read < 0) {
if (errno == EAGAIN || errno == EWOULDBLOCK) {
// No data available for now.
} else if (errno == ENODEV || errno == EINVAL) {
// The device ceased to exist, so we better close it. No need
// to worry about removing it from the InputDeviceManager, as it
// will get an inotify event sooner or later about this.
close(_fd);
_fd = -1;
//_is_connected = false;
errno = 0;
} else {
device_cat.error() << "read: " << strerror(errno) << "\n";
}
return false;
}
if (n_read == 0) {
return false;
}
n_read /= sizeof(struct input_event);
int x = _pointer_data.get_x();
int y = _pointer_data.get_y();
bool have_pointer = false;
double time = ClockObject::get_global_clock()->get_frame_time();
ButtonHandle button;
int index;
// It seems that some devices send a single EV_SYN event when being
// unplugged. Boo. Ignore it.
if (n_read == 1 && events[0].code == EV_SYN) {
return false;
}
for (int i = 0; i < n_read; ++i) {
int code = events[i].code;
switch (events[i].type) {
case EV_SYN:
break;
case EV_REL:
if (code == REL_X) x += events[i].value;
if (code == REL_Y) y += events[i].value;
have_pointer = true;
break;
case EV_ABS:
if (code == _dpad_x_axis) {
button_changed(_dpad_left_button, events[i].value < 0);
button_changed(_dpad_left_button+1, events[i].value > 0);
} else if (code == _dpad_y_axis) {
button_changed(_dpad_up_button, events[i].value < 0);
button_changed(_dpad_up_button+1, events[i].value > 0);
}
nassertd(code >= 0 && code < _control_indices.size()) break;
index = _control_indices[code];
if (index >= 0) {
control_changed(index, events[i].value);
}
break;
case EV_KEY:
nassertd(code >= 0 && code < _button_indices.size()) break;
index = _button_indices[code];
if (index >= 0) {
button_changed(index, events[i].value != 0);
}
if (code == _ltrigger_code) {
control_changed(_ltrigger_control, events[i].value);
} else if (code == _rtrigger_code) {
control_changed(_ltrigger_control + 1, events[i].value);
}
break;
default:
//cerr << "event " << events[i].type << " - " << events[i].code << " - " << events[i].value << "\n";
break;
}
}
if (have_pointer) {
set_pointer(true, x, y, time);
}
return true;
}
/**
* Static function to map an evdev code to a ButtonHandle.
*/
ButtonHandle EvdevInputDevice::
map_button(int code, DeviceClass device_class) {
if (code >= 0 && code < 0x80) {
// See linux/input.h for the source of this mapping.
static const ButtonHandle keyboard_map[] = {
ButtonHandle::none(),
KeyboardButton::escape(),
KeyboardButton::ascii_key('1'),
KeyboardButton::ascii_key('2'),
KeyboardButton::ascii_key('3'),
KeyboardButton::ascii_key('4'),
KeyboardButton::ascii_key('5'),
KeyboardButton::ascii_key('6'),
KeyboardButton::ascii_key('7'),
KeyboardButton::ascii_key('8'),
KeyboardButton::ascii_key('9'),
KeyboardButton::ascii_key('0'),
KeyboardButton::ascii_key('-'),
KeyboardButton::ascii_key('='),
KeyboardButton::backspace(),
KeyboardButton::tab(),
KeyboardButton::ascii_key('q'),
KeyboardButton::ascii_key('w'),
KeyboardButton::ascii_key('e'),
KeyboardButton::ascii_key('r'),
KeyboardButton::ascii_key('t'),
KeyboardButton::ascii_key('y'),
KeyboardButton::ascii_key('u'),
KeyboardButton::ascii_key('i'),
KeyboardButton::ascii_key('o'),
KeyboardButton::ascii_key('p'),
KeyboardButton::ascii_key('['),
KeyboardButton::ascii_key(']'),
KeyboardButton::enter(),
KeyboardButton::lcontrol(),
KeyboardButton::ascii_key('a'),
KeyboardButton::ascii_key('s'),
KeyboardButton::ascii_key('d'),
KeyboardButton::ascii_key('f'),
KeyboardButton::ascii_key('g'),
KeyboardButton::ascii_key('h'),
KeyboardButton::ascii_key('j'),
KeyboardButton::ascii_key('k'),
KeyboardButton::ascii_key('l'),
KeyboardButton::ascii_key(';'),
KeyboardButton::ascii_key('\''),
KeyboardButton::ascii_key('`'),
KeyboardButton::lshift(),
KeyboardButton::ascii_key('\\'),
KeyboardButton::ascii_key('z'),
KeyboardButton::ascii_key('x'),
KeyboardButton::ascii_key('c'),
KeyboardButton::ascii_key('v'),
KeyboardButton::ascii_key('b'),
KeyboardButton::ascii_key('n'),
KeyboardButton::ascii_key('m'),
KeyboardButton::ascii_key(','),
KeyboardButton::ascii_key('.'),
KeyboardButton::ascii_key('/'),
KeyboardButton::rshift(),
KeyboardButton::ascii_key('*'),
KeyboardButton::lalt(),
KeyboardButton::space(),
KeyboardButton::caps_lock(),
KeyboardButton::f1(),
KeyboardButton::f2(),
KeyboardButton::f3(),
KeyboardButton::f4(),
KeyboardButton::f5(),
KeyboardButton::f6(),
KeyboardButton::f7(),
KeyboardButton::f8(),
KeyboardButton::f9(),
KeyboardButton::f10(),
KeyboardButton::num_lock(),
KeyboardButton::scroll_lock(),
KeyboardButton::ascii_key('7'),
KeyboardButton::ascii_key('8'),
KeyboardButton::ascii_key('9'),
KeyboardButton::ascii_key('-'),
KeyboardButton::ascii_key('4'),
KeyboardButton::ascii_key('5'),
KeyboardButton::ascii_key('6'),
KeyboardButton::ascii_key('+'),
KeyboardButton::ascii_key('1'),
KeyboardButton::ascii_key('2'),
KeyboardButton::ascii_key('3'),
KeyboardButton::ascii_key('0'),
KeyboardButton::ascii_key('.'),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
KeyboardButton::f11(),
KeyboardButton::f12(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
KeyboardButton::enter(),
KeyboardButton::rcontrol(),
KeyboardButton::ascii_key('/'),
KeyboardButton::print_screen(),
KeyboardButton::ralt(),
ButtonHandle::none(),
KeyboardButton::home(),
KeyboardButton::up(),
KeyboardButton::page_up(),
KeyboardButton::left(),
KeyboardButton::right(),
KeyboardButton::end(),
KeyboardButton::down(),
KeyboardButton::page_down(),
KeyboardButton::insert(),
KeyboardButton::del(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
KeyboardButton::pause(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
ButtonHandle::none(),
KeyboardButton::lmeta(),
KeyboardButton::rmeta(),
KeyboardButton::menu(),
};
return keyboard_map[code];
} else if (code == KEY_BACK) {
// Used by NVIDIA Shield Controller
return GamepadButton::back();
} else if (code == KEY_SEARCH) {
// Used by NVIDIA Shield Controller
return GamepadButton::guide();
} else if (code < 0x100) {
return ButtonHandle::none();
} else if ((code & 0xfff0) == BTN_MOUSE) {
// The number for these is reversed in Panda.
if (code == BTN_RIGHT) {
return MouseButton::three();
} else if (code == BTN_MIDDLE) {
return MouseButton::two();
} else {
return MouseButton::button(code - BTN_MOUSE);
}
} else if ((code & 0xfff0) == BTN_JOYSTICK) {
if (device_class == DC_gamepad) {
// Based on "Jess Tech Colour Rumble Pad"
static const ButtonHandle mapping[] = {
GamepadButton::action_x(),
GamepadButton::action_y(),
GamepadButton::action_a(),
GamepadButton::action_b(),
GamepadButton::lshoulder(),
GamepadButton::ltrigger(),
GamepadButton::rshoulder(),
GamepadButton::rtrigger(),
GamepadButton::back(),
GamepadButton::start(),
GamepadButton::lstick(),
GamepadButton::rstick(),
};
if ((code & 0xf) < 12) {
return mapping[code & 0xf];
}
} else {
return GamepadButton::joystick(code & 0xf);
}
}
switch (code) {
case BTN_A:
return GamepadButton::action_a();
case BTN_B:
return GamepadButton::action_b();
case BTN_C:
return GamepadButton::action_c();
case BTN_X:
return GamepadButton::action_x();
case BTN_Y:
return GamepadButton::action_y();
case BTN_Z:
return GamepadButton::action_z();
case BTN_TL:
return GamepadButton::lshoulder();
case BTN_TR:
return GamepadButton::rshoulder();
case BTN_TL2:
return GamepadButton::ltrigger();
case BTN_TR2:
return GamepadButton::rtrigger();
case BTN_1:
return GamepadButton::action_1();
case BTN_2:
return GamepadButton::action_2();
case BTN_SELECT:
case KEY_PREVIOUS:
return GamepadButton::back();
case BTN_START:
case KEY_NEXT:
return GamepadButton::start();
case BTN_MODE:
return GamepadButton::guide();
case BTN_THUMBL:
return GamepadButton::lstick();
case BTN_THUMBR:
return GamepadButton::rstick();
case BTN_DPAD_LEFT:
case BTN_TRIGGER_HAPPY1:
return GamepadButton::dpad_left();
case BTN_DPAD_RIGHT:
case BTN_TRIGGER_HAPPY2:
return GamepadButton::dpad_right();
case BTN_DPAD_UP:
case BTN_TRIGGER_HAPPY3:
return GamepadButton::dpad_up();
case BTN_DPAD_DOWN:
case BTN_TRIGGER_HAPPY4:
return GamepadButton::dpad_down();
default:
return ButtonHandle::none();
}
}
#endif