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merdes-noves
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@@ -1,6 +1,7 @@
|
||||
BasedOnStyle: Google
|
||||
IndentWidth: 4
|
||||
IndentAccessModifiers: true
|
||||
NamespaceIndentation: All
|
||||
IndentAccessModifiers: false
|
||||
ColumnLimit: 0 # Sin límite de longitud de línea
|
||||
BreakBeforeBraces: Attach # Llaves en la misma línea
|
||||
AllowShortIfStatementsOnASingleLine: true
|
||||
|
||||
@@ -1 +0,0 @@
|
||||
source/external/**
|
||||
@@ -1,12 +0,0 @@
|
||||
BasedOnStyle: Google
|
||||
IndentWidth: 4
|
||||
IndentAccessModifiers: true
|
||||
ColumnLimit: 0 # Sin límite de longitud de línea
|
||||
BreakBeforeBraces: Attach # Llaves en la misma línea
|
||||
AllowShortIfStatementsOnASingleLine: true
|
||||
AllowShortBlocksOnASingleLine: true
|
||||
AllowShortFunctionsOnASingleLine: All
|
||||
AlignOperands: false
|
||||
AlignAfterOpenBracket: DontAlign
|
||||
BinPackArguments: false
|
||||
BinPackParameters: false
|
||||
@@ -1,83 +1,107 @@
|
||||
Checks: >
|
||||
readability-*,
|
||||
modernize-*,
|
||||
performance-*,
|
||||
bugprone-unchecked-optional-access,
|
||||
bugprone-sizeof-expression,
|
||||
bugprone-suspicious-missing-comma,
|
||||
bugprone-suspicious-index,
|
||||
bugprone-undefined-memory-manipulation,
|
||||
bugprone-use-after-move,
|
||||
bugprone-out-of-bound-access,
|
||||
-readability-identifier-length,
|
||||
-readability-magic-numbers,
|
||||
-bugprone-narrowing-conversions,
|
||||
-performance-enum-size,
|
||||
-performance-inefficient-string-concatenation,
|
||||
-bugprone-integer-division,
|
||||
-bugprone-easily-swappable-parameters,
|
||||
Checks:
|
||||
- readability-*
|
||||
- modernize-*
|
||||
- performance-*
|
||||
- bugprone-*
|
||||
- -readability-identifier-length
|
||||
- -readability-magic-numbers
|
||||
- -bugprone-integer-division
|
||||
- -bugprone-easily-swappable-parameters
|
||||
- -bugprone-narrowing-conversions
|
||||
- -modernize-avoid-c-arrays
|
||||
|
||||
WarningsAsErrors: '*'
|
||||
# Solo incluir archivos de tu código fuente
|
||||
HeaderFilterRegex: '^source/(sections|ui)/.*'
|
||||
# Headers nostres (excloem source/external/ que conté dependències de tercers no editables)
|
||||
HeaderFilterRegex: 'source/(core|game|utils)/'
|
||||
FormatStyle: file
|
||||
|
||||
CheckOptions:
|
||||
# Variables locales en snake_case
|
||||
- { key: readability-identifier-naming.VariableCase, value: lower_case }
|
||||
# bugprone-empty-catch: aceptar catches vacíos marcados con @INTENTIONAL en un comentario
|
||||
- { key: bugprone-empty-catch.IgnoreCatchWithKeywords, value: '@INTENTIONAL' }
|
||||
|
||||
# Miembros privados en snake_case con sufijo _
|
||||
# =====================================================================
|
||||
# CONSTANTES → UPPER_CASE (compile-time y runtime, en cualquier scope)
|
||||
# =====================================================================
|
||||
# Todo lo que sea const o constexpr se identifica visualmente en UPPER_CASE,
|
||||
# sin importar si es global, local, miembro o static.
|
||||
|
||||
# constexpr en cualquier scope (globales y locales)
|
||||
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes globales (const no-constexpr)
|
||||
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes locales (const en función)
|
||||
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Static const a nivel de archivo/namespace
|
||||
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Miembros static const/constexpr de clase (p.ej. static constexpr int MAX = 100;)
|
||||
- { key: readability-identifier-naming.ClassConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Miembros const no-static de clase (p.ej. const int limit;)
|
||||
- { key: readability-identifier-naming.ConstantMemberCase, value: UPPER_CASE }
|
||||
|
||||
# Valores de enums
|
||||
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
|
||||
|
||||
# NOTA: Los parámetros const NO se tratan como constantes aquí.
|
||||
# Un parámetro sigue siendo un parámetro aunque sea const → hereda ParameterCase.
|
||||
|
||||
# =====================================================================
|
||||
# VARIABLES NO-CONST
|
||||
# =====================================================================
|
||||
|
||||
# Variables locales
|
||||
- { key: readability-identifier-naming.VariableCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.LocalVariableCase, value: lower_case }
|
||||
|
||||
# Parámetros de función
|
||||
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
|
||||
|
||||
# Variables estáticas no-const (static locales, static file-scope,
|
||||
# y static members no-const de clase como el instance_ de un Singleton).
|
||||
# Sufijo _ para marcar que tienen storage estático.
|
||||
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
|
||||
|
||||
# =====================================================================
|
||||
# MIEMBROS DE CLASE NO-CONST
|
||||
# =====================================================================
|
||||
# Privados: snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
|
||||
|
||||
# Miembros protegidos en snake_case con sufijo _
|
||||
# Protegidos: snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
|
||||
|
||||
# Miembros públicos en snake_case (sin sufijo)
|
||||
# Públicos: snake_case sin sufijo
|
||||
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
|
||||
|
||||
# Namespaces en CamelCase
|
||||
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
|
||||
|
||||
# Variables estáticas privadas como miembros privados
|
||||
- { key: readability-identifier-naming.StaticVariableCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.StaticVariableSuffix, value: _ }
|
||||
|
||||
# Constantes estáticas sin sufijo
|
||||
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Variables constexpr globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes locales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros en UPPER_CASE (sin sufijo)
|
||||
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros privados/protegidos con sufijo _
|
||||
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
|
||||
|
||||
# Clases, structs y enums en CamelCase
|
||||
# =====================================================================
|
||||
# TIPOS
|
||||
# =====================================================================
|
||||
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.StructCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.UnionCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.TypeAliasCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.TypedefCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.TemplateParameterCase, value: CamelCase }
|
||||
|
||||
# Valores de enums en UPPER_CASE
|
||||
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
|
||||
# Namespaces
|
||||
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
|
||||
|
||||
# Métodos en camelBack (sin sufijos)
|
||||
# =====================================================================
|
||||
# FUNCIONES Y MÉTODOS (incluyendo constexpr)
|
||||
# =====================================================================
|
||||
# Un método/función constexpr es un invocable, no una constante → camelBack.
|
||||
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.ConstexprFunctionCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.MethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
|
||||
|
||||
# Funciones en camelBack
|
||||
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
|
||||
|
||||
# Parámetros en lower_case
|
||||
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.ConstexprMethodCase, value: camelBack }
|
||||
|
||||
@@ -1,68 +0,0 @@
|
||||
Checks: >
|
||||
readability-identifier-naming,
|
||||
readability-*,
|
||||
modernize-*,
|
||||
clang-analyzer-*,
|
||||
-readability-identifier-length,
|
||||
-readability-magic-numbers
|
||||
|
||||
WarningsAsErrors: '*'
|
||||
|
||||
HeaderFilterRegex: '.*'
|
||||
FormatStyle: file
|
||||
|
||||
CheckOptions:
|
||||
# Variables locales en snake_case
|
||||
- { key: readability-identifier-naming.VariableCase, value: lower_case }
|
||||
|
||||
# Miembros privados en snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.PrivateMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.PrivateMemberSuffix, value: _ }
|
||||
|
||||
# Miembros protegidos en snake_case con sufijo _
|
||||
- { key: readability-identifier-naming.ProtectedMemberCase, value: lower_case }
|
||||
- { key: readability-identifier-naming.ProtectedMemberSuffix, value: _ }
|
||||
|
||||
# Miembros públicos en snake_case (sin sufijo)
|
||||
- { key: readability-identifier-naming.PublicMemberCase, value: lower_case }
|
||||
|
||||
# Namespaces en CamelCase
|
||||
- { key: readability-identifier-naming.NamespaceCase, value: CamelCase }
|
||||
|
||||
# Constantes globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.GlobalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Variables constexpr globales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.ConstexprVariableCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes locales en UPPER_CASE
|
||||
- { key: readability-identifier-naming.LocalConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constantes estáticas dentro de clases en UPPER_CASE (sin sufijo)
|
||||
- { key: readability-identifier-naming.StaticConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros en UPPER_CASE (sin sufijo)
|
||||
- { key: readability-identifier-naming.ConstexprMemberCase, value: UPPER_CASE }
|
||||
|
||||
# Constexpr miembros privados/protegidos con sufijo _
|
||||
- { key: readability-identifier-naming.ConstexprMethodCase, value: UPPER_CASE }
|
||||
|
||||
# Clases, structs y enums en CamelCase
|
||||
- { key: readability-identifier-naming.ClassCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.StructCase, value: CamelCase }
|
||||
- { key: readability-identifier-naming.EnumCase, value: CamelCase }
|
||||
|
||||
# Valores de enums en UPPER_CASE
|
||||
- { key: readability-identifier-naming.EnumConstantCase, value: UPPER_CASE }
|
||||
|
||||
# Métodos en camelBack (sin sufijos)
|
||||
- { key: readability-identifier-naming.MethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PrivateMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.ProtectedMethodCase, value: camelBack }
|
||||
- { key: readability-identifier-naming.PublicMethodCase, value: camelBack }
|
||||
|
||||
# Funciones en camelBack
|
||||
- { key: readability-identifier-naming.FunctionCase, value: camelBack }
|
||||
|
||||
# Parámetros en lower_case
|
||||
- { key: readability-identifier-naming.ParameterCase, value: lower_case }
|
||||
@@ -0,0 +1,92 @@
|
||||
#!/usr/bin/env bash
|
||||
# Pre-commit hook: aplica clang-format als fitxers C++ staged abans del commit.
|
||||
# - Només toca fitxers staged dins source/ (exclou source/external/).
|
||||
# - Avorta el commit si hi ha canvis NO staged en aquests fitxers (per no incloure'ls sense voler).
|
||||
|
||||
set -euo pipefail
|
||||
|
||||
if ! command -v clang-format >/dev/null 2>&1; then
|
||||
echo "pre-commit: clang-format no trobat — saltant format check" >&2
|
||||
exit 0
|
||||
fi
|
||||
|
||||
mapfile -t STAGED < <(git diff --cached --name-only --diff-filter=ACMR \
|
||||
| grep -E '^source/.*\.(cpp|hpp|h)$' \
|
||||
| grep -vE '^source/external/' || true)
|
||||
|
||||
if [ ${#STAGED[@]} -eq 0 ]; then
|
||||
exit 0
|
||||
fi
|
||||
|
||||
UNSTAGED_DIRTY=()
|
||||
for f in "${STAGED[@]}"; do
|
||||
if ! git diff --quiet -- "$f"; then
|
||||
UNSTAGED_DIRTY+=("$f")
|
||||
fi
|
||||
done
|
||||
|
||||
if [ ${#UNSTAGED_DIRTY[@]} -gt 0 ]; then
|
||||
echo "pre-commit: aquests fitxers tenen canvis NO staged i estan al commit." >&2
|
||||
echo " Fes 'git add' o 'git stash' abans de continuar:" >&2
|
||||
printf ' %s\n' "${UNSTAGED_DIRTY[@]}" >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
clang-format -i "${STAGED[@]}"
|
||||
git add -- "${STAGED[@]}"
|
||||
|
||||
# --- clang-tidy només sobre els fitxers staged ---
|
||||
if ! command -v clang-tidy >/dev/null 2>&1; then
|
||||
echo "pre-commit: clang-tidy no trobat — saltant tidy" >&2
|
||||
exit 0
|
||||
fi
|
||||
|
||||
REPO_ROOT="$(git rev-parse --show-toplevel)"
|
||||
BUILD_DIR="$REPO_ROOT/build"
|
||||
|
||||
if [ ! -f "$BUILD_DIR/compile_commands.json" ]; then
|
||||
echo "pre-commit: generant compile_commands.json (build dir buit)..." >&2
|
||||
cmake -S "$REPO_ROOT" -B "$BUILD_DIR" >/dev/null
|
||||
fi
|
||||
|
||||
echo "pre-commit: clang-tidy sobre ${#STAGED[@]} fitxer(s)..." >&2
|
||||
if ! clang-tidy -p "$BUILD_DIR" --quiet "${STAGED[@]}"; then
|
||||
echo "pre-commit: clang-tidy ha trobat errors — commit avortat" >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# --- cppcheck només sobre els .cpp staged ---
|
||||
if ! command -v cppcheck >/dev/null 2>&1; then
|
||||
echo "pre-commit: cppcheck no trobat — saltant cppcheck" >&2
|
||||
exit 0
|
||||
fi
|
||||
|
||||
CPP_STAGED=()
|
||||
for f in "${STAGED[@]}"; do
|
||||
[[ "$f" == *.cpp ]] && CPP_STAGED+=("$f")
|
||||
done
|
||||
|
||||
if [ ${#CPP_STAGED[@]} -eq 0 ]; then
|
||||
exit 0
|
||||
fi
|
||||
|
||||
echo "pre-commit: cppcheck sobre ${#CPP_STAGED[@]} fitxer(s)..." >&2
|
||||
if ! cppcheck \
|
||||
--enable=warning,style,performance,portability \
|
||||
--std=c++20 \
|
||||
--language=c++ \
|
||||
--inline-suppr \
|
||||
--suppress=missingIncludeSystem \
|
||||
--suppress=toomanyconfigs \
|
||||
--suppress='*:*source/external/*' \
|
||||
--suppress='*:*source/core/rendering/sdl3gpu/spv/*' \
|
||||
--suppress=normalCheckLevelMaxBranches \
|
||||
-D_DEBUG \
|
||||
-DLINUX_BUILD \
|
||||
--quiet \
|
||||
--error-exitcode=1 \
|
||||
-I "$REPO_ROOT/source" \
|
||||
"${CPP_STAGED[@]}"; then
|
||||
echo "pre-commit: cppcheck ha trobat errors — commit avortat" >&2
|
||||
exit 1
|
||||
fi
|
||||
@@ -1,5 +1,5 @@
|
||||
.vscode
|
||||
.claude
|
||||
.claude/
|
||||
.cache/
|
||||
build/
|
||||
data/config/config.txt
|
||||
*.DS_Store
|
||||
@@ -17,5 +17,10 @@ coffee_crisis*
|
||||
debug.txt
|
||||
cppcheck-result*
|
||||
desktop.ini
|
||||
ccae_release/
|
||||
resources.pack
|
||||
dist/
|
||||
release/windows/coffee.res
|
||||
resources.pack
|
||||
|
||||
# Herramienta pack_resources (todas las plataformas)
|
||||
tools/pack_resources/pack_resources
|
||||
tools/pack_resources/pack_resources.exe
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
{
|
||||
"configurations": [
|
||||
{
|
||||
"name": "Mac",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/source/**",
|
||||
"${workspaceFolder}/build"
|
||||
],
|
||||
"defines": [
|
||||
"_DEBUG",
|
||||
"_NO_AUDIO",
|
||||
"MACOS_BUILD"
|
||||
],
|
||||
"cStandard": "c17",
|
||||
"cppStandard": "c++20",
|
||||
"intelliSenseMode": "macos-clang-arm64"
|
||||
},
|
||||
{
|
||||
"name": "Linux",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/source/**",
|
||||
"${workspaceFolder}/build"
|
||||
],
|
||||
"defines": [
|
||||
"_DEBUG",
|
||||
"_NO_AUDIO",
|
||||
"LINUX_BUILD"
|
||||
],
|
||||
"cStandard": "c17",
|
||||
"cppStandard": "c++20",
|
||||
"intelliSenseMode": "linux-gcc-x64"
|
||||
},
|
||||
{
|
||||
"name": "Win32",
|
||||
"includePath": [
|
||||
"${workspaceFolder}/source/**",
|
||||
"${workspaceFolder}/build"
|
||||
],
|
||||
"defines": [
|
||||
"_DEBUG",
|
||||
"_NO_AUDIO",
|
||||
"WINDOWS_BUILD",
|
||||
"_WIN32"
|
||||
],
|
||||
"cStandard": "c17",
|
||||
"cppStandard": "c++20",
|
||||
"intelliSenseMode": "windows-msvc-x64"
|
||||
}
|
||||
],
|
||||
"version": 4
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
"C_Cpp.default.compileCommands": "${workspaceFolder}/build/compile_commands.json"
|
||||
}
|
||||
@@ -0,0 +1,216 @@
|
||||
# CHANGELOG
|
||||
|
||||
Historial de canvis i novetats de Coffee Crisis Arcade Edition.
|
||||
|
||||
---
|
||||
|
||||
## 2026-05-17
|
||||
|
||||
- **Migració del shader PostFX a la versió d'aee_arcade**: filtratge analític de scanlines amb `smoothstep` (paràmetres `scan_dark_ratio`, `scan_dark_floor`, `scan_edge_soft` exposats per preset). Eliminat tot el pipeline de supersampling 3× + Lanczos downscale (shaders, render targets, opcions de menu, claus de YAML, keybinding F0, llengües). 1 sol render pass vs 3 anteriors.
|
||||
- **Chroma `min`/`max` amb mostreig bilinear subpíxel**: substitueix l'antic `chroma_strength`. Amb min==max queda estàtic; amb min!=max pulsa sinusoidalment entre els dos valors. Adéu al *tic-tac* del NEAREST amb offsets fraccionals.
|
||||
- **MSL extret a headers separats** sota `source/core/rendering/sdl3gpu/msl/` (postfx_vert, postfx_frag, crtpi_frag).
|
||||
- **Service Menu: VSync ara funciona de veritat**. `Screen::applySettings()` propaga al backend GPU (abans només tocava `SDL_SetRenderVSync` i amb backend GPU el present real el fa el swapchain — el canvi era invisible). Separat el setter aplicat al hardware del setter de preferència persistent: `Resource::beginLoad` ja no clobera `Options::video.vsync` durant el preload, així la preferència de l'usuari es preserva entre llançaments.
|
||||
- **Demo player anti-crash**: guarda amb modul al lector (`demo_.data.at(index).at(demo_.index % size)`) i trigger del fade `>=` (era `==`, fragil a frame skips per canvis de preset des del service menu) — evita `vector::_M_range_check` quan el frame de trigger 1800 saltava i `demo_.index` arribava a 2000.
|
||||
- **Reinici real des del service menu** via `execv`.
|
||||
- **Opció de preset de paràmetres al service menu** (`params_file` → `params_preset`: classic / arcade / red). Presets `red` i `classic` arreglats.
|
||||
- **Pack inclou ara la carpeta `config/`** (assets, params, stages, pools, formations).
|
||||
- **Bullet "fire up" reposicionada** (-1 px x, -2 px y) i pintada sobre el jugador en lloc de sota.
|
||||
- **Defaults**: zoom de finestra a 3 (era 2).
|
||||
- Neteja de codi: passades exhaustives de clang-tidy i cppcheck (de 105 warnings a 0).
|
||||
|
||||
---
|
||||
|
||||
## 2026-04-03
|
||||
|
||||
- **Nova intro cinematogràfica**: les tarjetes s'llancen des dels costats de la pantalla amb zoom, rotació i rebot, simulant tirar cartes sobre una mesa. Les anteriors ixen despedides girant quan arriba la següent. Sombra amb efecte de perspectiva 2D→3D.
|
||||
- **Efectes sonors i visuals en la intro**: shake de pantalla i sons configurables a cada impacte de tarjeta.
|
||||
- **Migració a SDL3 GPU API**: postfx i crtpi migrats a SDL3GPU (Vulkan/Metal/D3D12).
|
||||
- **Migració de configuració a YAML**: eliminat el format antic, ara tot en YAML.
|
||||
- **Afegides opcions al Service Menu**.
|
||||
- **HUD de FPS retocat**, presets per defecte ajustats, finestra a 2x i shader off per defecte.
|
||||
- **Corregit bug d'input**: revertit un canvi que causava bucle infinit en F3 (pantalla completa) i F12 (service menu) en totes les escenes excepte Game.
|
||||
- Neteja de codi: eliminades referencies a OpenGL, fitxers GLSL sobrants, normalitzada la carpeta release i el caption de la finestra.
|
||||
|
||||
---
|
||||
|
||||
## 2025-10-25
|
||||
|
||||
- **Migració a delta_time pur** en credits, instructions i hiscore_table. Eliminat un bug que feia que els credits no acabaren mai si no passaves a mà.
|
||||
- **Corregida deformació subpixel** de textures en instructions i hiscore_table.
|
||||
- **Detecció de fitxers de puntuació corruptes**.
|
||||
- **Efecte de pulsos** afegit al scoreboard.
|
||||
- Al posar nom, el carrusel apareix directament en el caràcter d'acabar si ja havies posat nom abans.
|
||||
- Integrat jail_audio en la càrrega de resources.pack.
|
||||
- Pasaeta de linter en múltiples fitxers.
|
||||
- Nou icon per al joc.
|
||||
- Corregida la versió release de macOS per a funcionar correctament amb resources.pack.
|
||||
|
||||
---
|
||||
|
||||
## 2025-08-21
|
||||
|
||||
- **Integració amb resources.pack**: textures, animacions, textos, dades de la demo i jail_audio integrats amb ResourceHelper.
|
||||
- Actualitzat Makefile per a Windows, Linux i macOS.
|
||||
- Neteja de temporals al acabar.
|
||||
|
||||
---
|
||||
|
||||
## 2025-08-17
|
||||
|
||||
- **Afegit fade RANDOM_SQUARE2** amb timings canviats a mil·lisegons.
|
||||
- **Outline parametritzat** per als textos dels items.
|
||||
- **Colors de camiseta parametritzats** per defecte i quan pillen café.
|
||||
- Creat `defaults.h` amb els valors per defecte de Param.
|
||||
- Afegit `param_red.txt` amb guardes en setParams.
|
||||
- Fix: items que es quedaven engantxats a la part de dalt.
|
||||
- Fix: en el modo demo, assignava cafés al jugador que no jugava.
|
||||
- Fix: bug en l'estat pre del fade.
|
||||
- Fix: globos apareixien un frame mal situats al crear-se des d'un pare.
|
||||
- Afegit suport per a mapejar botons tipus trigger.
|
||||
|
||||
---
|
||||
|
||||
## 2025-08-10
|
||||
|
||||
- **Service Menu complet**: animació d'apertura/tancament, callback per a posar pausa en el joc, refresc visual al canviar mandos.
|
||||
- **Mandos en calent**: es poden connectar i desconnectar mandos durant el joc, amb notificació visual.
|
||||
- **PauseManager** afegit al joc.
|
||||
- **Càrrega de recursos on_demand**.
|
||||
- Afegit `shutdown.h` i `system_utils.h`.
|
||||
- Fix: el nom apareixia duplicat en la tabla de records.
|
||||
- Fix: Game no es desregistrava de ServiceMenu al destruir-se.
|
||||
- Precàrrega de textures del jugador amb variants de paleta.
|
||||
- Actualitzats frameworks per a macOS.
|
||||
|
||||
---
|
||||
|
||||
## 2025-03-25
|
||||
|
||||
- **Nova secció Intro** amb escenes seqüencials, animacions de tarjetes i text narratiu.
|
||||
- **Shaders respecten l'escalat sencer** i SDL_RenderSetLogicalSize en pantalla completa.
|
||||
- **Tecla per canviar l'integer scale** (F-key).
|
||||
- Afegit intro03.png i intro04.png.
|
||||
- Renomenat InputType a InputActions.
|
||||
- Actualitzat gamecontrollerdb.txt amb mappings de la recreativa.
|
||||
- Fix: al fer reset des de Game, en Intro no sonava la música.
|
||||
- Fix: al acabar la partida i vore els records, torna al títol.
|
||||
- Fix: amb l'àudio mutat, el fade per al soroll de boles el tornava a deixar activat.
|
||||
|
||||
---
|
||||
|
||||
## 2025-02-07
|
||||
|
||||
- **EnterName millorat**: si has omplit tots els slots, apretar una volta mes fixa el nom.
|
||||
- **Control de repetició per als eixos del joystick**.
|
||||
- **La tabla de puntuació** mostra amb altre color la puntuació acabada d'afegir i les aconseguides amb 1CC.
|
||||
- Nova font per a la intro.
|
||||
- Afegit efecte d'eixida a les instruccions.
|
||||
- Afegit disparador per a l'aparició de l'enemic nou.
|
||||
- Duplicada la font 04b_25 per a versió gris i versió negra.
|
||||
|
||||
---
|
||||
|
||||
## 2025-01-05
|
||||
|
||||
- **Optimitzat el circuit de render** en pantalla.
|
||||
- **Atenuat de pantalla restaurat**: Fade feia dos SDL_SetRenderDrawBlendMode sense restaurar.
|
||||
- Fix: es podia polsar per a jugar mentre feia el fade cap a la demo.
|
||||
- Fix: error en la seqüència final de retrocedir en el temps.
|
||||
- Calibrats els polsos al gust.
|
||||
- Afegida una lluna i un sol al fondo.
|
||||
- La powerball ja no es pot destruir fins que no ha fet un rebot.
|
||||
- Modificada la cadència de foc sense autofire.
|
||||
- Afegit botó per a activar o desactivar el ratolí.
|
||||
|
||||
---
|
||||
|
||||
## 2024-12-31
|
||||
|
||||
- **Enemic nou** complet: gràfics, comportament, àudio i veus.
|
||||
- **Fade out sincronitzat** de vídeo i àudio en el títol i el joc.
|
||||
- **Roidets de col·lisió** per als globos en certs moments.
|
||||
- La finestra ja es pot fer tan gran com permeta la pantalla (zoom dinàmic).
|
||||
- Afegides veus al jugador i efectes de so al rebotar quan mor.
|
||||
- Afegit delay opcional al flash de Screen.
|
||||
- Afegit botó per activar o desactivar l'autofire.
|
||||
- Fix: mode demo desactivava els sons permanentment.
|
||||
- Actualitzat jail_audio.
|
||||
|
||||
---
|
||||
|
||||
## 2024-12-05
|
||||
|
||||
- **Secció Credits acabada** a 320x240 (i per extensió, a qualsevol resolució).
|
||||
- **Zoom afegit a la classe Sprite** i al subtítol ARCADE EDITION.
|
||||
- Duplicats fitxers de shaders per a resolucions verticals de 256 i 240.
|
||||
- Afegit globalInputs::update() a totes les seccions.
|
||||
- Fix: faltava corregir el flash de destroyAllBalloons().
|
||||
- Fix: si saltes el logo, talla el so a meitat sonar.
|
||||
- Canvi d'idioma amb una tecla (i reinicia).
|
||||
|
||||
---
|
||||
|
||||
## 2024-11-27
|
||||
|
||||
- **Secció Credits**: disseny, música, globos amb play_area definida, opció de canviar la paleta al text.
|
||||
- Afegides traduccions dels credits.
|
||||
|
||||
---
|
||||
|
||||
## 2024-11-20
|
||||
|
||||
- **Nova animació de mort del personatge**: rebots, llengua fora, ulls en X, gràfics de caure derrotat per al segon jugador.
|
||||
- **Powerball redissenyada**: nous gràfics, nou comportament, ja no mata directament.
|
||||
- **Globos fills** ja no ixen centrats al pare (evita apilar-se).
|
||||
- Arreglos en el nom al obtindre la màxima puntuació.
|
||||
- Acabat BalloonManager.
|
||||
- CMakeLists.txt crea l'executable en l'arrel del projecte.
|
||||
- Nova font de text gran amb el doble de definició.
|
||||
- Fix: paleta verda del primer jugador ajustada a l'original.
|
||||
|
||||
---
|
||||
|
||||
## 2024-11-03
|
||||
|
||||
- **Teclat com a control independent**: ja pot jugar un jugador amb teclat i altre amb mando, o assignar el teclat a qualsevol jugador.
|
||||
- **Implementat el final del joc** i l'Attract Mode.
|
||||
- **Nou motor per a textos en pantalla** (game_text amb textures precarregades).
|
||||
- **Noves animacions** per a deixar de disparar.
|
||||
- Al redefinir botons, ja no pots repetir botó.
|
||||
- Fix: l'animació de morir s'actualitzava dos voltes per frame.
|
||||
- Fix: l'efecte de flash tenia un valor massa xicotet.
|
||||
|
||||
---
|
||||
|
||||
## 2024-10-28
|
||||
|
||||
- **Classe PathSprite completada**: el game_text gasta PathSprites en lloc de SmartSprites.
|
||||
- **Time stopper redissenyat**.
|
||||
- La partida sempre comença igual (createTwoBigBalloons).
|
||||
- Revisades les classes Balloon i Bullet.
|
||||
- Millorada l'aparició dels game_text.
|
||||
- Fix: la paleta dels jugadors no s'iniciava correctament.
|
||||
|
||||
---
|
||||
|
||||
## 2024-10-20
|
||||
|
||||
- **Classe Resource creada**: precàrrega de tots els recursos (textures, música, sons, animacions).
|
||||
- **Paletes de color** per a textures GIF amb shared_ptr.
|
||||
- Precàrrega i assignació de paletes.
|
||||
- Implementat comptador per a posar el nom al acabar la partida.
|
||||
- Classe Notifier independitzada de Screen amb codis identificadors.
|
||||
- Afegit codi per a apagar el sistema al eixir del joc.
|
||||
- Fix: globos verds tenien setters mal assignats i velocitat incorrecta.
|
||||
- Fix: no guardar el fitxer de puntuacions en el mode demo.
|
||||
|
||||
---
|
||||
|
||||
## 2024-10-14
|
||||
|
||||
- **Versió inicial**: clon del repositori de Coffee Crisis, adaptat per a Arcade Edition.
|
||||
- Pasaeta de include-what-you-use i cppcheck.
|
||||
- Estandarització de noms segons convencions (CamelCase, camelBack, snake_case).
|
||||
- Herències de les classes Sprite corregides.
|
||||
- Canvi a C++ modern amb smart pointers per a la càrrega de surfaces des de GIF.
|
||||
- Eliminats últims defines i passats a enum class.
|
||||
@@ -0,0 +1,117 @@
|
||||
# CLAUDE.md
|
||||
|
||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
||||
|
||||
## Project Overview
|
||||
|
||||
Coffee Crisis Arcade Edition is a 2-player cooperative arcade shooter built with C++20 and SDL3. Players defend coffee against giant balloons. The game targets Windows, Linux, macOS (Intel/Apple Silicon), Raspberry Pi, and Anbernic handhelds.
|
||||
|
||||
## Build Commands
|
||||
|
||||
The project uses both CMake and a top-level Makefile. The Makefile is the primary build interface.
|
||||
|
||||
### CMake (generates compile_commands.json for IDE/linter support)
|
||||
```bash
|
||||
cmake -B build -DCMAKE_BUILD_TYPE=Debug # configure
|
||||
cmake --build build # build
|
||||
```
|
||||
|
||||
### Makefile (delegates to CMake)
|
||||
```bash
|
||||
make # build Release via cmake
|
||||
make debug # build Debug via cmake
|
||||
make release # create release package (auto-detects OS)
|
||||
make linux_release # release tar.gz with resources.pack
|
||||
make windows_release # release zip for Windows
|
||||
make macos_release # release dmg for macOS (Intel + Apple Silicon)
|
||||
make raspi_release # release tar.gz for Raspberry Pi
|
||||
```
|
||||
|
||||
### Tools & Resources
|
||||
```bash
|
||||
make pack_tool # compile resource packer
|
||||
make resources.pack # pack data/ into resources.pack (required for release builds)
|
||||
make spirv # compile GLSL shaders to SPIR-V headers
|
||||
```
|
||||
|
||||
### Code Quality
|
||||
```bash
|
||||
make format # run clang-format on all sources (or: cmake --build build --target format)
|
||||
make format-check # check formatting without modifying
|
||||
make tidy # run clang-tidy static analysis (cmake --build build --target tidy)
|
||||
make tidy-fix # run clang-tidy with auto-fix
|
||||
```
|
||||
|
||||
## Architecture
|
||||
|
||||
### Source layout
|
||||
The `source/` tree is organised in the same style as the sibling projects `projecte_2026` and `jaildoctors_dilemma`:
|
||||
|
||||
```
|
||||
source/
|
||||
├── core/ # engine: audio, input, locale, rendering (+ sdl3gpu, sprite), resources, system
|
||||
├── game/ # gameplay: entities, gameplay, scenes, ui, options
|
||||
├── utils/ # color, param, utils
|
||||
├── external/ # vendored third-party headers (json, fkyaml, stb_*)
|
||||
└── main.cpp
|
||||
```
|
||||
|
||||
`#include` paths are absolute relative to `source/` (e.g. `#include "core/audio/audio.hpp"`, `#include "game/scenes/logo.hpp"`). The CMake build adds a single `-I${CMAKE_SOURCE_DIR}/source`.
|
||||
|
||||
### Singletons (core systems)
|
||||
- **Director** (`source/core/system/director.hpp`) — Application state machine, orchestrates scene transitions (Logo → Intro → Title → Game → Credits/HiScore → Title)
|
||||
- **Screen** (`source/core/rendering/screen.hpp`) — Window management, SDL3 GPU rendering pipeline, post-processing effects
|
||||
- **Resource** (`source/core/resources/resource.hpp`) — Asset loading/caching with PRELOAD and LAZY_LOAD modes, reads from `resources.pack`
|
||||
- **Audio** (`source/core/audio/audio.hpp`) — Music and SFX management
|
||||
- **Input** (`source/core/input/input.hpp`) — Keyboard and gamepad input handling
|
||||
|
||||
### Scenes (source/game/scenes/)
|
||||
Each scene is a self-contained class with update/render lifecycle. Scene flow is managed by Director.
|
||||
|
||||
### Entity Managers
|
||||
- `BalloonManager` / `BulletManager` — Object pool-based entity management (`source/game/gameplay/`)
|
||||
- `Player` — Two-player support (player 1: keyboard, player 2: gamepad) (`source/game/entities/`)
|
||||
|
||||
### Rendering Pipeline
|
||||
- SDL3 GPU API (Vulkan/Metal/D3D12 backends)
|
||||
- SPIR-V shaders compiled offline from GLSL (`data/shaders/`) via `glslc`
|
||||
- Compiled shader headers embedded in `source/core/rendering/sdl3gpu/postfx_*_spv.h`
|
||||
- macOS uses Metal (no SPIR-V compilation needed)
|
||||
|
||||
### Configuration
|
||||
- Game parameters: `config/param_320x240.txt`, `config/param_320x256.txt`
|
||||
- Asset manifest: `config/assets.txt`
|
||||
- Balloon formations: `config/formations.txt`
|
||||
- Level definitions: `config/stages.txt`
|
||||
- Gamepad mappings: `config/gamecontrollerdb.txt`
|
||||
|
||||
### External Libraries (header-only/vendored in source/external/)
|
||||
- nlohmann/json, fkyaml (YAML), stb_image, stb_vorbis
|
||||
|
||||
`jail_audio` lives in `source/core/audio/` and `gif.{hpp,cpp}` in `source/core/rendering/` — these are first-party, not third-party.
|
||||
|
||||
## Code Style
|
||||
|
||||
Enforced via `.clang-format` (Google-based) and `.clang-tidy`:
|
||||
|
||||
- **Naming conventions**: Classes/structs `CamelCase`, methods/functions `camelBack`, variables/params `snake_case`, private/protected members `snake_case_` (trailing underscore), constants/constexpr `UPPER_CASE`, namespaces `CamelCase`, enum values `UPPER_CASE`
|
||||
- 4-space indentation, no column limit, braces attach to statement
|
||||
- clang-tidy treats all warnings as errors
|
||||
|
||||
## Conditional Compilation Defines
|
||||
|
||||
| Define | Purpose |
|
||||
|--------|---------|
|
||||
| `WINDOWS_BUILD` / `LINUX_BUILD` / `MACOS_BUILD` | Platform selection |
|
||||
| `DEBUG` / `VERBOSE` | Debug output |
|
||||
| `RELEASE_BUILD` | Release-specific code paths |
|
||||
| `RECORDING` | Demo recording mode |
|
||||
| `NO_SHADERS` | Disable shader pipeline (Anbernic) |
|
||||
| `NO_AUDIO` | Build without audio |
|
||||
| `ARCADE` | Arcade-specific mode |
|
||||
| `MACOS_BUNDLE` | macOS .app bundle paths |
|
||||
| `ANBERNIC` | Anbernic handheld build |
|
||||
|
||||
## Language
|
||||
|
||||
Code comments are in Spanish/Catalan. Game UI supports multiple languages via JSON files in `data/lang/`.
|
||||
@@ -3,29 +3,36 @@
|
||||
cmake_minimum_required(VERSION 3.10)
|
||||
project(coffee_crisis_arcade_edition VERSION 2.00)
|
||||
|
||||
# Tipus de build per defecte (Debug) si no se n'ha especificat cap
|
||||
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
|
||||
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
|
||||
endif()
|
||||
|
||||
# Establecer estándar de C++
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED True)
|
||||
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
|
||||
|
||||
# Establece la política CMP0072 para indicar cómo se debe seleccionar la implementación de OpenGL.
|
||||
# En este caso, se elige la opción "GLVND", que utiliza bibliotecas modernas y modulares (libOpenGL, libGLX),
|
||||
# en lugar de la biblioteca OpenGL clásica (libGL). Esto mejora la compatibilidad con drivers recientes
|
||||
# y evita ambigüedades cuando se encuentran múltiples implementaciones de OpenGL en el sistema.
|
||||
cmake_policy(SET CMP0072 NEW)
|
||||
set(OpenGL_GL_PREFERENCE GLVND)
|
||||
|
||||
# --- GENERACIÓN DE VERSIÓN AUTOMÁTICA ---
|
||||
find_package(Git QUIET)
|
||||
if(GIT_FOUND)
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_HASH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
ERROR_QUIET
|
||||
)
|
||||
else()
|
||||
set(GIT_HASH "unknown")
|
||||
# Si GIT_HASH se ha pasado desde fuera (p.ej. desde el Makefile via -DGIT_HASH=xxx),
|
||||
# lo usamos tal cual. Esto evita problemas con Docker/emscripten, donde git aborta por
|
||||
# "dubious ownership" en el volumen montado. En builds locales sin -DGIT_HASH, se
|
||||
# resuelve aquí ejecutando git directamente.
|
||||
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
|
||||
find_package(Git QUIET)
|
||||
if(GIT_FOUND)
|
||||
execute_process(
|
||||
COMMAND ${GIT_EXECUTABLE} rev-parse --short=7 HEAD
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
OUTPUT_VARIABLE GIT_HASH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
ERROR_QUIET
|
||||
)
|
||||
endif()
|
||||
if(NOT DEFINED GIT_HASH OR GIT_HASH STREQUAL "")
|
||||
set(GIT_HASH "unknown")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# Configurar archivo de versión
|
||||
@@ -33,99 +40,189 @@ configure_file(${CMAKE_SOURCE_DIR}/source/version.h.in ${CMAKE_BINARY_DIR}/versi
|
||||
|
||||
# --- 1. LISTA EXPLÍCITA DE FUENTES ---
|
||||
set(APP_SOURCES
|
||||
# --- Archivos Principales del Sistema ---
|
||||
source/asset.cpp
|
||||
source/audio.cpp
|
||||
source/director.cpp
|
||||
source/global_events.cpp
|
||||
source/global_inputs.cpp
|
||||
source/input.cpp
|
||||
source/lang.cpp
|
||||
source/main.cpp
|
||||
source/param.cpp
|
||||
source/resource.cpp
|
||||
source/resource_helper.cpp
|
||||
source/resource_loader.cpp
|
||||
source/resource_pack.cpp
|
||||
source/screen.cpp
|
||||
source/text.cpp
|
||||
source/writer.cpp
|
||||
|
||||
# --- UI (User Interface) ---
|
||||
source/ui/menu_option.cpp
|
||||
source/ui/menu_renderer.cpp
|
||||
source/ui/notifier.cpp
|
||||
source/ui/service_menu.cpp
|
||||
source/ui/ui_message.cpp
|
||||
source/ui/window_message.cpp
|
||||
|
||||
# --- Lógica del Juego ---
|
||||
source/balloon_formations.cpp
|
||||
source/balloon_manager.cpp
|
||||
source/balloon.cpp
|
||||
source/bullet.cpp
|
||||
source/enter_name.cpp
|
||||
source/explosions.cpp
|
||||
source/game_logo.cpp
|
||||
source/item.cpp
|
||||
source/manage_hiscore_table.cpp
|
||||
source/player.cpp
|
||||
source/scoreboard.cpp
|
||||
source/tabe.cpp
|
||||
|
||||
# --- Escenas ---
|
||||
source/sections/credits.cpp
|
||||
source/sections/game.cpp
|
||||
source/sections/hiscore_table.cpp
|
||||
source/sections/instructions.cpp
|
||||
source/sections/intro.cpp
|
||||
source/sections/logo.cpp
|
||||
source/sections/title.cpp
|
||||
|
||||
# --- Sprites y Gráficos ---
|
||||
source/animated_sprite.cpp
|
||||
source/background.cpp
|
||||
source/fade.cpp
|
||||
source/moving_sprite.cpp
|
||||
source/path_sprite.cpp
|
||||
source/smart_sprite.cpp
|
||||
source/sprite.cpp
|
||||
source/texture.cpp
|
||||
source/tiled_bg.cpp
|
||||
|
||||
# --- Otros ---
|
||||
source/color.cpp
|
||||
source/demo.cpp
|
||||
source/define_buttons.cpp
|
||||
source/difficulty.cpp
|
||||
source/input_types.cpp
|
||||
source/mouse.cpp
|
||||
source/options.cpp
|
||||
source/shutdown.cpp
|
||||
source/stage.cpp
|
||||
source/system_utils.cpp
|
||||
source/utils.cpp
|
||||
)
|
||||
|
||||
# Fuentes de librerías de terceros
|
||||
set(EXTERNAL_SOURCES
|
||||
source/external/jail_audio.cpp
|
||||
source/external/jail_shader.cpp
|
||||
source/external/json.hpp
|
||||
source/external/gif.cpp
|
||||
# --- core/audio ---
|
||||
source/core/audio/audio.cpp
|
||||
source/core/audio/audio_adapter.cpp
|
||||
|
||||
# --- core/input ---
|
||||
source/core/input/define_buttons.cpp
|
||||
source/core/input/global_inputs.cpp
|
||||
source/core/input/input.cpp
|
||||
source/core/input/input_types.cpp
|
||||
source/core/input/mouse.cpp
|
||||
|
||||
# --- core/locale ---
|
||||
source/core/locale/lang.cpp
|
||||
|
||||
# --- core/rendering ---
|
||||
source/core/rendering/background.cpp
|
||||
source/core/rendering/fade.cpp
|
||||
source/core/rendering/gif.cpp
|
||||
source/core/rendering/screen.cpp
|
||||
source/core/rendering/text.cpp
|
||||
source/core/rendering/texture.cpp
|
||||
source/core/rendering/tiled_bg.cpp
|
||||
source/core/rendering/writer.cpp
|
||||
source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp
|
||||
source/core/rendering/sprite/animated_sprite.cpp
|
||||
source/core/rendering/sprite/card_sprite.cpp
|
||||
source/core/rendering/sprite/moving_sprite.cpp
|
||||
source/core/rendering/sprite/path_sprite.cpp
|
||||
source/core/rendering/sprite/smart_sprite.cpp
|
||||
source/core/rendering/sprite/sprite.cpp
|
||||
|
||||
# --- core/resources ---
|
||||
source/core/resources/asset.cpp
|
||||
source/core/resources/asset_integrated.cpp
|
||||
source/core/resources/resource.cpp
|
||||
source/core/resources/resource_helper.cpp
|
||||
source/core/resources/resource_loader.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
|
||||
# --- core/system ---
|
||||
source/core/system/demo.cpp
|
||||
source/core/system/director.cpp
|
||||
source/core/system/global_events.cpp
|
||||
source/core/system/shutdown.cpp
|
||||
source/core/system/system_utils.cpp
|
||||
|
||||
# --- game ---
|
||||
source/game/options.cpp
|
||||
|
||||
# --- game/entities ---
|
||||
source/game/entities/balloon.cpp
|
||||
source/game/entities/bullet.cpp
|
||||
source/game/entities/explosions.cpp
|
||||
source/game/entities/item.cpp
|
||||
source/game/entities/player.cpp
|
||||
source/game/entities/tabe.cpp
|
||||
|
||||
# --- game/gameplay ---
|
||||
source/game/gameplay/balloon_formations.cpp
|
||||
source/game/gameplay/balloon_manager.cpp
|
||||
source/game/gameplay/bullet_manager.cpp
|
||||
source/game/gameplay/difficulty.cpp
|
||||
source/game/gameplay/enter_name.cpp
|
||||
source/game/gameplay/game_logo.cpp
|
||||
source/game/gameplay/manage_hiscore_table.cpp
|
||||
source/game/gameplay/scoreboard.cpp
|
||||
source/game/gameplay/stage.cpp
|
||||
|
||||
# --- game/scenes ---
|
||||
source/game/scenes/credits.cpp
|
||||
source/game/scenes/game.cpp
|
||||
source/game/scenes/hiscore_table.cpp
|
||||
source/game/scenes/instructions.cpp
|
||||
source/game/scenes/intro.cpp
|
||||
source/game/scenes/logo.cpp
|
||||
source/game/scenes/preload.cpp
|
||||
source/game/scenes/title.cpp
|
||||
|
||||
# --- game/ui ---
|
||||
source/game/ui/menu_option.cpp
|
||||
source/game/ui/menu_renderer.cpp
|
||||
source/game/ui/notifier.cpp
|
||||
source/game/ui/service_menu.cpp
|
||||
source/game/ui/ui_message.cpp
|
||||
source/game/ui/window_message.cpp
|
||||
|
||||
# --- utils ---
|
||||
source/utils/color.cpp
|
||||
source/utils/param.cpp
|
||||
source/utils/utils.cpp
|
||||
)
|
||||
|
||||
# Configuración de SDL3
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||
if(EMSCRIPTEN)
|
||||
# En Emscripten, SDL3 se compila desde source con FetchContent
|
||||
include(FetchContent)
|
||||
FetchContent_Declare(
|
||||
SDL3
|
||||
GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
|
||||
GIT_TAG release-3.4.4
|
||||
GIT_SHALLOW TRUE
|
||||
)
|
||||
set(SDL_SHARED OFF CACHE BOOL "" FORCE)
|
||||
set(SDL_STATIC ON CACHE BOOL "" FORCE)
|
||||
set(SDL_TEST_LIBRARY OFF CACHE BOOL "" FORCE)
|
||||
FetchContent_MakeAvailable(SDL3)
|
||||
message(STATUS "SDL3 compilado desde source para Emscripten")
|
||||
else()
|
||||
find_package(SDL3 REQUIRED CONFIG REQUIRED COMPONENTS SDL3)
|
||||
message(STATUS "SDL3 encontrado: ${SDL3_INCLUDE_DIRS}")
|
||||
endif()
|
||||
|
||||
# --- SHADER COMPILATION (Linux/Windows only - macOS uses Metal, Emscripten no soporta SDL3 GPU) ---
|
||||
if(NOT APPLE AND NOT EMSCRIPTEN)
|
||||
find_program(GLSLC_EXE NAMES glslc)
|
||||
|
||||
set(SHADERS_DIR "${CMAKE_SOURCE_DIR}/data/shaders")
|
||||
set(HEADERS_DIR "${CMAKE_SOURCE_DIR}/source/core/rendering/sdl3gpu/spv")
|
||||
|
||||
set(ALL_SHADER_HEADERS
|
||||
"${HEADERS_DIR}/postfx_vert_spv.h"
|
||||
"${HEADERS_DIR}/postfx_frag_spv.h"
|
||||
"${HEADERS_DIR}/crtpi_frag_spv.h"
|
||||
)
|
||||
set(ALL_SHADER_SOURCES
|
||||
"${SHADERS_DIR}/postfx.vert"
|
||||
"${SHADERS_DIR}/postfx.frag"
|
||||
"${SHADERS_DIR}/crtpi_frag.glsl"
|
||||
)
|
||||
|
||||
if(GLSLC_EXE)
|
||||
add_custom_command(
|
||||
OUTPUT ${ALL_SHADER_HEADERS}
|
||||
COMMAND ${CMAKE_COMMAND}
|
||||
-D GLSLC=${GLSLC_EXE}
|
||||
-D SHADERS_DIR=${SHADERS_DIR}
|
||||
-D HEADERS_DIR=${HEADERS_DIR}
|
||||
-P ${CMAKE_SOURCE_DIR}/tools/shaders/compile_spirv.cmake
|
||||
DEPENDS ${ALL_SHADER_SOURCES}
|
||||
WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
|
||||
COMMENT "Compilando shaders SPIR-V..."
|
||||
)
|
||||
add_custom_target(shaders DEPENDS ${ALL_SHADER_HEADERS})
|
||||
message(STATUS "glslc encontrado: shaders se compilarán automáticamente")
|
||||
else()
|
||||
foreach(HDR ${ALL_SHADER_HEADERS})
|
||||
if(NOT EXISTS "${HDR}")
|
||||
message(FATAL_ERROR
|
||||
"glslc no encontrado y header SPIR-V no existe: ${HDR}\n"
|
||||
" Instala glslc: sudo apt install glslang-tools (Linux)\n"
|
||||
" choco install vulkan-sdk (Windows)"
|
||||
)
|
||||
endif()
|
||||
endforeach()
|
||||
message(STATUS "glslc no encontrado - usando headers SPIR-V precompilados")
|
||||
endif()
|
||||
else()
|
||||
if(EMSCRIPTEN)
|
||||
message(STATUS "Emscripten: shaders SPIR-V omitidos (SDL3 GPU no soportado en WebGL2)")
|
||||
else()
|
||||
message(STATUS "macOS: shaders SPIR-V omitidos (usa Metal)")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# --- 2. AÑADIR EJECUTABLE ---
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES} ${EXTERNAL_SOURCES})
|
||||
if(EMSCRIPTEN)
|
||||
# En Emscripten no compilamos sdl3gpu_shader (SDL3 GPU no está soportado en WebGL2)
|
||||
set(APP_SOURCES_WASM ${APP_SOURCES})
|
||||
list(REMOVE_ITEM APP_SOURCES_WASM source/core/rendering/sdl3gpu/sdl3gpu_shader.cpp)
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES_WASM})
|
||||
else()
|
||||
add_executable(${PROJECT_NAME} ${APP_SOURCES})
|
||||
endif()
|
||||
|
||||
if(NOT APPLE AND NOT EMSCRIPTEN AND GLSLC_EXE)
|
||||
add_dependencies(${PROJECT_NAME} shaders)
|
||||
endif()
|
||||
|
||||
# --- 3. DIRECTORIOS DE INCLUSIÓN ---
|
||||
target_include_directories(${PROJECT_NAME} PUBLIC
|
||||
"${CMAKE_SOURCE_DIR}/source"
|
||||
"${CMAKE_SOURCE_DIR}/source/external"
|
||||
"${CMAKE_BINARY_DIR}"
|
||||
)
|
||||
|
||||
@@ -135,7 +232,7 @@ target_link_libraries(${PROJECT_NAME} PRIVATE SDL3::SDL3)
|
||||
|
||||
# --- 4. CONFIGURACIÓN PLATAFORMAS Y COMPILADOR ---
|
||||
# Configuración de flags de compilación
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -Wall)
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra -Wpedantic)
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE $<$<CONFIG:RELEASE>:-Os -ffunction-sections -fdata-sections>)
|
||||
|
||||
# Definir _DEBUG en modo Debug
|
||||
@@ -148,25 +245,191 @@ target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:_DEBUG>)
|
||||
# Configuración específica para cada plataforma
|
||||
if(WIN32)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32 opengl32)
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ws2_32 mingw32)
|
||||
elseif(APPLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -Wno-deprecated)
|
||||
set(CMAKE_OSX_ARCHITECTURES "arm64")
|
||||
if(NOT CMAKE_OSX_ARCHITECTURES)
|
||||
set(CMAKE_OSX_ARCHITECTURES "arm64")
|
||||
endif()
|
||||
if(MACOS_BUNDLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUNDLE)
|
||||
target_link_options(${PROJECT_NAME} PRIVATE
|
||||
-framework SDL3
|
||||
-F ${CMAKE_SOURCE_DIR}/release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64
|
||||
-rpath @executable_path/../Frameworks/
|
||||
)
|
||||
endif()
|
||||
elseif(EMSCRIPTEN)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE EMSCRIPTEN_BUILD NO_SHADERS)
|
||||
# -fexceptions: habilita excepciones C++ (fkyaml, std::runtime_error...) — sin esto cualquier throw llama a abort()
|
||||
target_compile_options(${PROJECT_NAME} PRIVATE -fexceptions)
|
||||
target_link_options(${PROJECT_NAME} PRIVATE
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/data@/data"
|
||||
"SHELL:--preload-file ${CMAKE_SOURCE_DIR}/config@/config"
|
||||
-fexceptions
|
||||
-sALLOW_MEMORY_GROWTH=1
|
||||
-sMAX_WEBGL_VERSION=2
|
||||
-sINITIAL_MEMORY=67108864
|
||||
-sASSERTIONS=1
|
||||
# ASYNCIFY solo para permitir emscripten_sleep(0) durante la precarga de recursos
|
||||
# (el bucle principal del juego ya usa SDL3 Callback API, no depende de ASYNCIFY).
|
||||
-sASYNCIFY=1
|
||||
)
|
||||
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
|
||||
elseif(UNIX AND NOT APPLE)
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
|
||||
endif()
|
||||
|
||||
# Configuración común para OpenGL
|
||||
if(NOT WIN32)
|
||||
find_package(OpenGL REQUIRED)
|
||||
if(OPENGL_FOUND)
|
||||
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE ${OPENGL_LIBRARIES})
|
||||
else()
|
||||
message(FATAL_ERROR "OpenGL no encontrado")
|
||||
# --- 5. STATIC ANALYSIS TARGETS ---
|
||||
|
||||
find_program(CLANG_TIDY_EXE NAMES clang-tidy)
|
||||
find_program(CLANG_FORMAT_EXE NAMES clang-format)
|
||||
find_program(CPPCHECK_EXE NAMES cppcheck)
|
||||
|
||||
# Recopilar todos los archivos fuente, excluyendo external/
|
||||
file(GLOB_RECURSE ALL_SOURCE_FILES
|
||||
"${CMAKE_SOURCE_DIR}/source/*.cpp"
|
||||
"${CMAKE_SOURCE_DIR}/source/*.hpp"
|
||||
"${CMAKE_SOURCE_DIR}/source/*.h"
|
||||
)
|
||||
list(FILTER ALL_SOURCE_FILES EXCLUDE REGEX ".*/external/.*")
|
||||
|
||||
# Para cppcheck, pasar solo .cpp (los headers se procesan transitivamente).
|
||||
# Si pasamos .hpp como TUs independientes, cppcheck reporta falsos positivos de
|
||||
# 'unusedStructMember' porque no hace análisis cross-TU y ve miembros de clase
|
||||
# cuyo uso vive en un .cpp distinto.
|
||||
set(CPPCHECK_SOURCES ${ALL_SOURCE_FILES})
|
||||
list(FILTER CPPCHECK_SOURCES INCLUDE REGEX ".*\\.cpp$")
|
||||
|
||||
# Targets de clang-tidy
|
||||
if(CLANG_TIDY_EXE)
|
||||
# En macOS con clang-tidy de Homebrew LLVM, es necesario pasar el sysroot
|
||||
# explícitamente para que encuentre los headers del sistema (string, memory, etc.)
|
||||
if(APPLE)
|
||||
execute_process(
|
||||
COMMAND xcrun --show-sdk-path
|
||||
OUTPUT_VARIABLE MACOS_SDK_PATH
|
||||
OUTPUT_STRIP_TRAILING_WHITESPACE
|
||||
)
|
||||
set(TIDY_EXTRA_ARGS --extra-arg=-isysroot --extra-arg=${MACOS_SDK_PATH})
|
||||
endif()
|
||||
|
||||
add_custom_target(tidy
|
||||
COMMAND ${CLANG_TIDY_EXE}
|
||||
-p ${CMAKE_BINARY_DIR}
|
||||
${TIDY_EXTRA_ARGS}
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running clang-tidy..."
|
||||
)
|
||||
|
||||
add_custom_target(tidy-fix
|
||||
COMMAND ${CLANG_TIDY_EXE}
|
||||
-p ${CMAKE_BINARY_DIR}
|
||||
--fix
|
||||
${TIDY_EXTRA_ARGS}
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running clang-tidy with fixes..."
|
||||
)
|
||||
else()
|
||||
message(STATUS "clang-tidy no encontrado - targets 'tidy' y 'tidy-fix' no disponibles")
|
||||
endif()
|
||||
|
||||
# Especificar la ubicación del ejecutable
|
||||
set_target_properties(${PROJECT_NAME} PROPERTIES RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
|
||||
# Targets de clang-format
|
||||
if(CLANG_FORMAT_EXE)
|
||||
add_custom_target(format
|
||||
COMMAND ${CLANG_FORMAT_EXE}
|
||||
-i
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running clang-format..."
|
||||
)
|
||||
|
||||
add_custom_target(format-check
|
||||
COMMAND ${CLANG_FORMAT_EXE}
|
||||
--dry-run
|
||||
--Werror
|
||||
${ALL_SOURCE_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Checking clang-format..."
|
||||
)
|
||||
else()
|
||||
message(STATUS "clang-format no encontrado - targets 'format' y 'format-check' no disponibles")
|
||||
endif()
|
||||
|
||||
# Targets de cppcheck
|
||||
if(CPPCHECK_EXE)
|
||||
add_custom_target(cppcheck
|
||||
COMMAND ${CPPCHECK_EXE}
|
||||
--enable=warning,style,performance,portability
|
||||
--std=c++20
|
||||
--language=c++
|
||||
--inline-suppr
|
||||
--suppress=missingIncludeSystem
|
||||
--suppress=toomanyconfigs
|
||||
--suppress=*:*/source/external/*
|
||||
--suppress=*:*/source/core/rendering/sdl3gpu/spv/*
|
||||
-D_DEBUG
|
||||
-DLINUX_BUILD
|
||||
--quiet
|
||||
-I ${CMAKE_SOURCE_DIR}/source
|
||||
${CPPCHECK_SOURCES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Running cppcheck..."
|
||||
)
|
||||
else()
|
||||
message(STATUS "cppcheck no encontrado - target 'cppcheck' no disponible")
|
||||
endif()
|
||||
|
||||
# --- EINA STANDALONE: pack_resources ---
|
||||
# Executable auxiliar que empaqueta `data/` a `resources.pack`.
|
||||
# No es compila per defecte (EXCLUDE_FROM_ALL). Build explícit:
|
||||
# cmake --build build --target pack_resources
|
||||
# Després executar: ./build/pack_resources data resources.pack
|
||||
if(NOT EMSCRIPTEN)
|
||||
add_executable(pack_resources EXCLUDE_FROM_ALL
|
||||
tools/pack_resources/pack_resources.cpp
|
||||
source/core/resources/resource_pack.cpp
|
||||
)
|
||||
target_include_directories(pack_resources PRIVATE "${CMAKE_SOURCE_DIR}/source")
|
||||
target_compile_options(pack_resources PRIVATE -Wall -Wextra -Wpedantic)
|
||||
|
||||
# Regeneració automàtica de resources.pack en cada build si canvia data/.
|
||||
file(GLOB_RECURSE DATA_FILES CONFIGURE_DEPENDS "${CMAKE_SOURCE_DIR}/data/*")
|
||||
set(RESOURCE_PACK "${CMAKE_BINARY_DIR}/resources.pack")
|
||||
|
||||
add_custom_command(
|
||||
OUTPUT ${RESOURCE_PACK}
|
||||
COMMAND $<TARGET_FILE:pack_resources>
|
||||
"${CMAKE_SOURCE_DIR}/data"
|
||||
"${RESOURCE_PACK}"
|
||||
DEPENDS pack_resources ${DATA_FILES}
|
||||
WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
|
||||
COMMENT "Empaquetant data/ → resources.pack"
|
||||
VERBATIM
|
||||
)
|
||||
|
||||
add_custom_target(resource_pack ALL DEPENDS ${RESOURCE_PACK})
|
||||
add_dependencies(${PROJECT_NAME} resource_pack)
|
||||
|
||||
# --- CÒPIA DE gamecontrollerdb.txt AL COSTAT DEL BINARI ---
|
||||
# SDL_AddGamepadMappingsFromFile només llegeix del filesystem real (no del
|
||||
# pack), així que el fitxer ha de viure al directori del binari. Es copia
|
||||
# només si existeix per no fallar la build d'algú que encara no ha fet
|
||||
# `make controllerdb`.
|
||||
if(EXISTS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt")
|
||||
set(CONTROLLER_DB "${CMAKE_BINARY_DIR}/gamecontrollerdb.txt")
|
||||
add_custom_command(
|
||||
OUTPUT ${CONTROLLER_DB}
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
"${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
|
||||
"${CONTROLLER_DB}"
|
||||
DEPENDS "${CMAKE_SOURCE_DIR}/gamecontrollerdb.txt"
|
||||
COMMENT "Copiant gamecontrollerdb.txt → build/"
|
||||
VERBATIM
|
||||
)
|
||||
add_custom_target(controller_db ALL DEPENDS ${CONTROLLER_DB})
|
||||
add_dependencies(${PROJECT_NAME} controller_db)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
@@ -1,304 +1,366 @@
|
||||
# Directorios
|
||||
# ==============================================================================
|
||||
# DIRECTORIES
|
||||
# ==============================================================================
|
||||
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
|
||||
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
|
||||
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
|
||||
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
|
||||
DIR_TOOLS := $(addsuffix /, $(DIR_ROOT)tools)
|
||||
BUILDDIR := build
|
||||
|
||||
# Variables
|
||||
# ==============================================================================
|
||||
# TARGET NAMES
|
||||
# ==============================================================================
|
||||
TARGET_NAME := coffee_crisis_arcade_edition
|
||||
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
|
||||
TARGET_FILE := $(BUILDDIR)/$(TARGET_NAME)
|
||||
APP_NAME := Coffee Crisis Arcade Edition
|
||||
RELEASE_FOLDER := ccae_release
|
||||
DIST_DIR := dist
|
||||
RELEASE_FOLDER := dist/_tmp
|
||||
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
|
||||
RESOURCE_FILE := release/coffee.res
|
||||
RESOURCE_FILE := release/windows/coffee.res
|
||||
|
||||
# Variables para herramienta de empaquetado
|
||||
# ==============================================================================
|
||||
# TOOLS
|
||||
# ==============================================================================
|
||||
SHADER_CMAKE := $(DIR_ROOT)tools/shaders/compile_spirv.cmake
|
||||
SHADERS_DIR := $(DIR_ROOT)data/shaders
|
||||
HEADERS_DIR := $(DIR_ROOT)source/core/rendering/sdl3gpu/spv
|
||||
ifeq ($(OS),Windows_NT)
|
||||
PACK_TOOL := $(DIR_TOOLS)pack_resources.exe
|
||||
PACK_CXX := $(CXX)
|
||||
GLSLC := $(shell where glslc 2>NUL)
|
||||
else
|
||||
PACK_TOOL := $(DIR_TOOLS)pack_resources
|
||||
PACK_CXX := $(CXX)
|
||||
endif
|
||||
PACK_SOURCES := $(DIR_TOOLS)pack_resources.cpp $(DIR_SOURCES)resource_pack.cpp
|
||||
PACK_INCLUDES := -I$(DIR_ROOT)
|
||||
|
||||
# Versión automática basada en la fecha actual (específica por SO)
|
||||
ifeq ($(OS),Windows_NT)
|
||||
VERSION := $(shell powershell -Command "Get-Date -Format 'yyyy-MM-dd'")
|
||||
else
|
||||
VERSION := $(shell date +%Y-%m-%d)
|
||||
GLSLC := $(shell command -v glslc 2>/dev/null)
|
||||
endif
|
||||
|
||||
# Variables específicas para Windows (usando APP_NAME)
|
||||
# ==============================================================================
|
||||
# VERSION (extraída de defines.hpp)
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
WIN_TARGET_FILE := $(DIR_BIN)$(APP_NAME)
|
||||
VERSION := $(shell powershell -Command "(Select-String -Path 'source/utils/defines.hpp' -Pattern 'constexpr const char\* VERSION = \"(.+?)\"').Matches.Groups[1].Value")
|
||||
else
|
||||
VERSION := $(shell grep 'constexpr const char\* VERSION' source/utils/defines.hpp | sed -E 's/.*VERSION = "([^"]+)".*/\1/')
|
||||
endif
|
||||
|
||||
# Hash del commit actual, computado en el host. Se pasa a CMake via -DGIT_HASH
|
||||
# para que el build en docker/emscripten no falle por "dubious ownership" de Git.
|
||||
ifeq ($(OS),Windows_NT)
|
||||
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>NUL)
|
||||
else
|
||||
GIT_HASH := $(shell git rev-parse --short=7 HEAD 2>/dev/null)
|
||||
endif
|
||||
ifeq ($(GIT_HASH),)
|
||||
GIT_HASH := unknown
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# SHELL (Windows usa cmd.exe)
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
SHELL := cmd.exe
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# WINDOWS-SPECIFIC VARIABLES
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
WIN_TARGET_FILE := $(BUILDDIR)/$(APP_NAME)
|
||||
WIN_RELEASE_FILE := $(RELEASE_FOLDER)/$(APP_NAME)
|
||||
# Escapa apòstrofs per a PowerShell (duplica ' → ''). Sense això, APP_NAMEs
|
||||
# com "JailDoctor's Dilemma" trencarien el parsing de -Destination '...'.
|
||||
WIN_RELEASE_FILE_PS := $(subst ','',$(WIN_RELEASE_FILE))
|
||||
else
|
||||
WIN_TARGET_FILE := $(TARGET_FILE)
|
||||
WIN_RELEASE_FILE := $(RELEASE_FILE)
|
||||
WIN_RELEASE_FILE_PS := $(WIN_RELEASE_FILE)
|
||||
endif
|
||||
|
||||
# Nombres para los ficheros de lanzamiento
|
||||
WINDOWS_RELEASE := $(TARGET_NAME)-$(VERSION)-win32-x64.zip
|
||||
MACOS_INTEL_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-intel.dmg
|
||||
MACOS_APPLE_SILICON_RELEASE := $(TARGET_FILE)-$(VERSION)-macos-apple-silicon.dmg
|
||||
LINUX_RELEASE := $(TARGET_FILE)-$(VERSION)-linux.tar.gz
|
||||
RASPI_RELEASE := $(TARGET_FILE)-$(VERSION)-raspberry.tar.gz
|
||||
# ==============================================================================
|
||||
# RELEASE NAMES
|
||||
# ==============================================================================
|
||||
WINDOWS_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-win32-x64.zip
|
||||
MACOS_INTEL_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-intel.dmg
|
||||
MACOS_APPLE_SILICON_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-macos-apple-silicon.dmg
|
||||
LINUX_RELEASE := $(DIST_DIR)/$(TARGET_NAME)-$(VERSION)-linux.tar.gz
|
||||
|
||||
# Lista completa de archivos fuente (basada en CMakeLists.txt)
|
||||
APP_SOURCES := \
|
||||
source/animated_sprite.cpp \
|
||||
source/asset.cpp \
|
||||
source/audio.cpp \
|
||||
source/background.cpp \
|
||||
source/balloon_formations.cpp \
|
||||
source/balloon_manager.cpp \
|
||||
source/balloon.cpp \
|
||||
source/bullet.cpp \
|
||||
source/color.cpp \
|
||||
source/define_buttons.cpp \
|
||||
source/difficulty.cpp \
|
||||
source/director.cpp \
|
||||
source/enter_name.cpp \
|
||||
source/explosions.cpp \
|
||||
source/external/gif.cpp \
|
||||
source/external/jail_audio.cpp \
|
||||
source/external/jail_shader.cpp \
|
||||
source/fade.cpp \
|
||||
source/game_logo.cpp \
|
||||
source/global_events.cpp \
|
||||
source/global_inputs.cpp \
|
||||
source/input_types.cpp \
|
||||
source/input.cpp \
|
||||
source/item.cpp \
|
||||
source/lang.cpp \
|
||||
source/main.cpp \
|
||||
source/manage_hiscore_table.cpp \
|
||||
source/mouse.cpp \
|
||||
source/moving_sprite.cpp \
|
||||
source/options.cpp \
|
||||
source/param.cpp \
|
||||
source/path_sprite.cpp \
|
||||
source/player.cpp \
|
||||
source/resource.cpp \
|
||||
source/resource_helper.cpp \
|
||||
source/resource_loader.cpp \
|
||||
source/resource_pack.cpp \
|
||||
source/scoreboard.cpp \
|
||||
source/screen.cpp \
|
||||
source/sections/credits.cpp \
|
||||
source/sections/game.cpp \
|
||||
source/sections/hiscore_table.cpp \
|
||||
source/sections/instructions.cpp \
|
||||
source/sections/intro.cpp \
|
||||
source/sections/logo.cpp \
|
||||
source/sections/title.cpp \
|
||||
source/shutdown.cpp \
|
||||
source/smart_sprite.cpp \
|
||||
source/sprite.cpp \
|
||||
source/stage.cpp \
|
||||
source/system_utils.cpp \
|
||||
source/tabe.cpp \
|
||||
source/text.cpp \
|
||||
source/texture.cpp \
|
||||
source/tiled_bg.cpp \
|
||||
source/ui/menu_option.cpp \
|
||||
source/ui/menu_renderer.cpp \
|
||||
source/ui/notifier.cpp \
|
||||
source/ui/service_menu.cpp \
|
||||
source/ui/ui_message.cpp \
|
||||
source/ui/window_message.cpp \
|
||||
source/utils.cpp \
|
||||
source/writer.cpp
|
||||
|
||||
# Includes
|
||||
INCLUDES := -Isource -Isource/external
|
||||
|
||||
# Variables según el sistema operativo
|
||||
# ==============================================================================
|
||||
# PLATAFORMA
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
FixPath = $(subst /,\\,$1)
|
||||
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -static-libgcc -Wl,-Bstatic -lpthread -Wl,-Bdynamic -Wl,-subsystem,windows -DWINDOWS_BUILD
|
||||
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG -DWINDOWS_BUILD
|
||||
LDFLAGS := -lmingw32 -lws2_32 -lSDL3 -lopengl32
|
||||
RM := del /Q
|
||||
MKDIR := mkdir
|
||||
else
|
||||
FixPath = $1
|
||||
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
|
||||
CXXFLAGS_DEBUG := -std=c++20 -Wall -g -D_DEBUG
|
||||
LDFLAGS := -lSDL3
|
||||
RMFILE := rm -f
|
||||
RMDIR := rm -rdf
|
||||
MKDIR := mkdir -p
|
||||
UNAME_S := $(shell uname -s)
|
||||
ifeq ($(UNAME_S),Linux)
|
||||
CXXFLAGS += -DLINUX_BUILD
|
||||
LDFLAGS += -lGL
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# CMAKE GENERATOR (usa Ninja si está disponible; si no, MinGW Makefiles en
|
||||
# Windows / generador por defecto en Linux/macOS). Ninja paraleliza mejor.
|
||||
# ==============================================================================
|
||||
ifeq ($(OS),Windows_NT)
|
||||
# Dins MSYS2/Git Bash/MinGW, $(shell ...) usa sh.exe i "NUL" NO és
|
||||
# dispositiu — un redirect "2>NUL" crearia un fitxer literal anomenat
|
||||
# NUL al cwd. Detectem MSYSTEM per usar /dev/null en aquests entorns.
|
||||
ifneq ($(MSYSTEM),)
|
||||
NULDEV := /dev/null
|
||||
else
|
||||
NULDEV := NUL
|
||||
endif
|
||||
ifeq ($(UNAME_S),Darwin)
|
||||
CXXFLAGS += -Wno-deprecated -DMACOS_BUILD
|
||||
CXXFLAGS_DEBUG += -Wno-deprecated -DMACOS_BUILD
|
||||
LDFLAGS += -framework OpenGL
|
||||
# Configurar arquitectura (por defecto arm64, como en CMake)
|
||||
CXXFLAGS += -arch arm64
|
||||
CXXFLAGS_DEBUG += -arch arm64
|
||||
HAS_NINJA := $(shell ninja --version 2>$(NULDEV))
|
||||
ifneq ($(HAS_NINJA),)
|
||||
CMAKE_GEN := -G "Ninja"
|
||||
else
|
||||
CMAKE_GEN := -G "MinGW Makefiles"
|
||||
endif
|
||||
else
|
||||
HAS_NINJA := $(shell ninja --version 2>/dev/null)
|
||||
ifneq ($(HAS_NINJA),)
|
||||
CMAKE_GEN := -G "Ninja"
|
||||
else
|
||||
CMAKE_GEN :=
|
||||
endif
|
||||
endif
|
||||
|
||||
# Reglas para herramienta de empaquetado y resources.pack
|
||||
$(PACK_TOOL): $(PACK_SOURCES)
|
||||
@echo "Compilando herramienta de empaquetado..."
|
||||
$(PACK_CXX) -std=c++17 -Wall -Os $(PACK_INCLUDES) $(PACK_SOURCES) -o $(PACK_TOOL)
|
||||
@echo "✓ Herramienta de empaquetado lista: $(PACK_TOOL)"
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN CON CMAKE
|
||||
# ==============================================================================
|
||||
all:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
pack_tool: $(PACK_TOOL)
|
||||
debug:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
resources.pack: $(PACK_TOOL)
|
||||
@echo "Generando resources.pack desde directorio data/..."
|
||||
$(PACK_TOOL) data resources.pack
|
||||
@echo "✓ resources.pack generado exitosamente"
|
||||
run: all
|
||||
@./$(TARGET_FILE)
|
||||
|
||||
# Reglas para compilación
|
||||
windows:
|
||||
@echo off
|
||||
@echo Compilando para Windows con nombre: "$(APP_NAME).exe"
|
||||
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE).exe"
|
||||
strip -s -R .comment -R .gnu.version "$(WIN_TARGET_FILE).exe" --strip-unneeded
|
||||
run-debug: debug
|
||||
@./$(TARGET_FILE)
|
||||
|
||||
windows_rec:
|
||||
@echo off
|
||||
@echo Compilando version de grabacion para Windows: "$(APP_NAME)_rec.exe"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DRECORDING $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_rec.exe"
|
||||
clean:
|
||||
@rm -rf $(BUILDDIR)
|
||||
|
||||
windows_debug:
|
||||
@echo off
|
||||
@echo Compilando version debug para Windows: "$(APP_NAME)_debug.exe"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(WIN_TARGET_FILE)_debug.exe"
|
||||
rebuild: clean all
|
||||
|
||||
windows_release: resources.pack
|
||||
# ==============================================================================
|
||||
# RELEASE AUTOMÁTICO (detecta SO)
|
||||
# ==============================================================================
|
||||
release:
|
||||
ifeq ($(OS),Windows_NT)
|
||||
@"$(MAKE)" _windows-release
|
||||
else
|
||||
ifeq ($(UNAME_S),Darwin)
|
||||
@$(MAKE) _macos-release
|
||||
else
|
||||
@$(MAKE) _linux-release
|
||||
endif
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# EMPAQUETADO DE RECURSOS (build previ de l'eina + execució)
|
||||
# ==============================================================================
|
||||
pack:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target pack_resources
|
||||
@./build/pack_resources data build/resources.pack
|
||||
|
||||
# ==============================================================================
|
||||
# REGLAS PARA COMPILACIÓN DE SHADERS (multiplataforma via cmake)
|
||||
# ==============================================================================
|
||||
compile-shaders:
|
||||
ifdef GLSLC
|
||||
@cmake -D GLSLC=$(GLSLC) -D SHADERS_DIR=$(SHADERS_DIR) -D HEADERS_DIR=$(HEADERS_DIR) -P $(SHADER_CMAKE)
|
||||
else
|
||||
@echo "glslc no encontrado - asegurate de que los headers SPIR-V precompilados existen"
|
||||
endif
|
||||
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA WINDOWS (RELEASE)
|
||||
# ==============================================================================
|
||||
_windows-release:
|
||||
@$(MAKE) pack
|
||||
@echo off
|
||||
@echo Creando release para Windows - Version: $(VERSION)
|
||||
|
||||
# Crea carpeta temporal 'RELEASE_FOLDER'
|
||||
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
|
||||
powershell if (-not (Test-Path "$(RELEASE_FOLDER)")) {New-Item "$(RELEASE_FOLDER)" -ItemType Directory}
|
||||
# Compila con cmake
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
# Crea carpeta de distribución y carpeta temporal 'RELEASE_FOLDER'
|
||||
@powershell -Command "if (-not (Test-Path '$(DIST_DIR)')) {New-Item '$(DIST_DIR)' -ItemType Directory}"
|
||||
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
|
||||
@powershell -Command "if (-not (Test-Path '$(RELEASE_FOLDER)')) {New-Item '$(RELEASE_FOLDER)' -ItemType Directory}"
|
||||
|
||||
# Copia la carpeta 'config' y el archivo 'resources.pack'
|
||||
powershell Copy-Item -Path "config" -Destination "$(RELEASE_FOLDER)" -recurse -Force
|
||||
powershell Copy-Item -Path "resources.pack" -Destination "$(RELEASE_FOLDER)"
|
||||
@powershell -Command "Copy-Item -Path 'config' -Destination '$(RELEASE_FOLDER)' -recurse -Force"
|
||||
@powershell -Command "Copy-Item -Path 'build/resources.pack' -Destination '$(RELEASE_FOLDER)'"
|
||||
|
||||
# Copia los ficheros que estan en la raíz del proyecto
|
||||
powershell Copy-Item "LICENSE" -Destination "$(RELEASE_FOLDER)"
|
||||
powershell Copy-Item "README.md" -Destination "$(RELEASE_FOLDER)"
|
||||
powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
|
||||
|
||||
# Compila
|
||||
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
|
||||
$(CXX) $(APP_SOURCES) $(RESOURCE_FILE) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(WIN_RELEASE_FILE).exe"
|
||||
@powershell -Command "Copy-Item 'LICENSE' -Destination '$(RELEASE_FOLDER)'"
|
||||
@powershell -Command "Copy-Item 'README.md' -Destination '$(RELEASE_FOLDER)'"
|
||||
@powershell -Command "Copy-Item 'release\windows\dll\*.dll' -Destination '$(RELEASE_FOLDER)'"
|
||||
@powershell -Command "Copy-Item -Path '$(TARGET_FILE).exe' -Destination '$(WIN_RELEASE_FILE_PS).exe'"
|
||||
strip -s -R .comment -R .gnu.version "$(WIN_RELEASE_FILE).exe" --strip-unneeded
|
||||
|
||||
# Crea el fichero .zip
|
||||
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
|
||||
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
|
||||
@powershell -Command "if (Test-Path '$(WINDOWS_RELEASE)') {Remove-Item '$(WINDOWS_RELEASE)'}"
|
||||
@powershell -Command "Compress-Archive -Path '$(RELEASE_FOLDER)/*' -DestinationPath '$(WINDOWS_RELEASE)'"
|
||||
@echo Release creado: $(WINDOWS_RELEASE)
|
||||
|
||||
# Elimina la carpeta temporal 'RELEASE_FOLDER'
|
||||
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
|
||||
@powershell -Command "if (Test-Path '$(RELEASE_FOLDER)') {Remove-Item '$(RELEASE_FOLDER)' -Recurse -Force}"
|
||||
|
||||
macos:
|
||||
@echo "Compilando para macOS: $(TARGET_NAME)"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
|
||||
|
||||
macos_debug:
|
||||
@echo "Compilando version debug para macOS: $(TARGET_NAME)_debug"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||
|
||||
macos_release: resources.pack
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA MACOS (RELEASE)
|
||||
# ==============================================================================
|
||||
_macos-release:
|
||||
@$(MAKE) pack
|
||||
@echo "Creando release para macOS - Version: $(VERSION)"
|
||||
|
||||
# Verifica dependencias necesarias (create-dmg). Si falta, intenta instalarla
|
||||
# con brew; si brew tampoco está, indica el comando exacto al usuario.
|
||||
@command -v create-dmg >/dev/null 2>&1 || { \
|
||||
echo ""; \
|
||||
echo "============================================"; \
|
||||
echo " Falta la dependencia: create-dmg"; \
|
||||
echo "============================================"; \
|
||||
if command -v brew >/dev/null 2>&1; then \
|
||||
echo " Instalando con: brew install create-dmg"; \
|
||||
brew install create-dmg || { \
|
||||
echo ""; \
|
||||
echo " ERROR: 'brew install create-dmg' ha fallado."; \
|
||||
echo " Ejecuta el comando manualmente y vuelve a probar."; \
|
||||
exit 1; \
|
||||
}; \
|
||||
else \
|
||||
echo " Homebrew no está instalado."; \
|
||||
echo " Instálalo desde https://brew.sh y luego ejecuta:"; \
|
||||
echo " brew install create-dmg"; \
|
||||
exit 1; \
|
||||
fi; \
|
||||
}
|
||||
|
||||
# Elimina datos de compilaciones anteriores
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
$(RMDIR) Frameworks
|
||||
$(RMFILE) tmp.dmg
|
||||
$(RMFILE) "$(DIST_DIR)"/rw.*
|
||||
$(RMFILE) "$(MACOS_INTEL_RELEASE)"
|
||||
$(RMFILE) "$(MACOS_APPLE_SILICON_RELEASE)"
|
||||
|
||||
# Crea la carpeta temporal para hacer el trabajo y las carpetas obligatorias para crear una app de macos
|
||||
# Crea la carpeta de distribución y la carpeta temporal con las carpetas obligatorias para una app macOS
|
||||
$(MKDIR) "$(DIST_DIR)"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
$(MKDIR) Frameworks
|
||||
|
||||
# Copia carpetas y ficheros
|
||||
cp -R config "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp -R release/frameworks/SDL3.xcframework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
cp -R release/frameworks/SDL3.xcframework Frameworks
|
||||
cp release/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp release/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
|
||||
cp build/resources.pack "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp -R release/macos/frameworks/SDL3.xcframework/macos-arm64_x86_64/SDL3.framework "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
|
||||
cp release/icons/*.icns "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
|
||||
cp release/macos/Info.plist "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea enlaces
|
||||
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
|
||||
# Actualiza versión en Info.plist
|
||||
@echo "Actualizando Info.plist con versión $(VERSION)..."
|
||||
@RAW_VERSION=$$(echo "$(VERSION)" | sed 's/^v//'); \
|
||||
sed -i '' '/<key>CFBundleShortVersionString<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"; \
|
||||
sed -i '' '/<key>CFBundleVersion<\/key>/{n;s|<string>.*</string>|<string>'"$$RAW_VERSION"'</string>|;}' "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Info.plist"
|
||||
|
||||
# Compila la versión para procesadores Intel
|
||||
ifdef ENABLE_MACOS_X86_64
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.15
|
||||
# Compila y empaqueta la versión Intel (best-effort: si falla, se omite el
|
||||
# DMG Intel y continúa con la build de Apple Silicon).
|
||||
@echo ""
|
||||
@echo "============================================"
|
||||
@echo " Compilando version Intel (x86_64)"
|
||||
@echo "============================================"
|
||||
@if cmake -S . -B build/intel -DCMAKE_BUILD_TYPE=Release \
|
||||
-DCMAKE_OSX_ARCHITECTURES=x86_64 \
|
||||
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.15 \
|
||||
-DMACOS_BUNDLE=ON \
|
||||
-DGIT_HASH=$(GIT_HASH) \
|
||||
&& cmake --build build/intel; then \
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"; \
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"; \
|
||||
echo "Creando DMG Intel con iconos de 96x96..."; \
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_INTEL_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true; \
|
||||
echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"; \
|
||||
else \
|
||||
echo ""; \
|
||||
echo "============================================"; \
|
||||
echo " WARNING: la build Intel ha fallado."; \
|
||||
echo " Se omite el DMG Intel y se continúa con"; \
|
||||
echo " la build de Apple Silicon."; \
|
||||
echo "============================================"; \
|
||||
echo ""; \
|
||||
fi
|
||||
|
||||
# Compila la versión para procesadores Apple Silicon con cmake
|
||||
@echo ""
|
||||
@echo "============================================"
|
||||
@echo " Compilando version Apple Silicon (arm64)"
|
||||
@echo "============================================"
|
||||
@cmake -S . -B build/arm -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES=arm64 -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -DMACOS_BUNDLE=ON -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build/arm
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)"
|
||||
|
||||
# Firma la aplicación
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||
|
||||
# Empaqueta el .dmg de la versión Intel
|
||||
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
||||
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_INTEL_RELEASE)"
|
||||
$(RMFILE) tmp.dmg
|
||||
@echo "Release Intel creado: $(MACOS_INTEL_RELEASE)"
|
||||
endif
|
||||
|
||||
# Compila la versión para procesadores Apple Silicon
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DMACOS_BUNDLE -DSDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
|
||||
|
||||
# Firma la aplicación
|
||||
codesign --deep --force --sign - --timestamp=none "$(RELEASE_FOLDER)/$(APP_NAME).app"
|
||||
|
||||
# Empaqueta el .dmg de la versión Apple Silicon
|
||||
hdiutil create tmp.dmg -ov -volname "$(APP_NAME)" -fs HFS+ -srcfolder "$(RELEASE_FOLDER)"
|
||||
hdiutil convert tmp.dmg -format UDZO -o "$(MACOS_APPLE_SILICON_RELEASE)"
|
||||
$(RMFILE) tmp.dmg
|
||||
# Empaqueta el .dmg de la versión Apple Silicon con create-dmg
|
||||
@echo "Creando DMG Apple Silicon con iconos de 96x96..."
|
||||
create-dmg \
|
||||
--volname "$(APP_NAME)" \
|
||||
--window-pos 200 120 \
|
||||
--window-size 720 300 \
|
||||
--icon-size 96 \
|
||||
--text-size 12 \
|
||||
--icon "$(APP_NAME).app" 278 102 \
|
||||
--icon "LICENSE" 441 102 \
|
||||
--icon "README.md" 604 102 \
|
||||
--app-drop-link 115 102 \
|
||||
--hide-extension "$(APP_NAME).app" \
|
||||
"$(MACOS_APPLE_SILICON_RELEASE)" \
|
||||
"$(RELEASE_FOLDER)" || true
|
||||
@echo "Release Apple Silicon creado: $(MACOS_APPLE_SILICON_RELEASE)"
|
||||
|
||||
# Elimina las carpetas temporales
|
||||
$(RMDIR) Frameworks
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
$(RMDIR) build/intel
|
||||
$(RMDIR) build/arm
|
||||
$(RMFILE) "$(DIST_DIR)"/rw.*
|
||||
|
||||
linux:
|
||||
@echo "Compilando para Linux: $(TARGET_NAME)"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
|
||||
strip -s -R .comment -R .gnu.version "$(TARGET_FILE)" --strip-unneeded
|
||||
|
||||
linux_debug:
|
||||
@echo "Compilando version debug para Linux: $(TARGET_NAME)_debug"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DDEBUG -DVERBOSE $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||
|
||||
linux_release: resources.pack
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA LINUX (RELEASE)
|
||||
# ==============================================================================
|
||||
_linux-release:
|
||||
@$(MAKE) pack
|
||||
@echo "Creando release para Linux - Version: $(VERSION)"
|
||||
# Elimina carpetas previas
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea la carpeta temporal para realizar el lanzamiento
|
||||
# Compila con cmake
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build
|
||||
|
||||
# Elimina carpeta temporal previa y la recrea (crea dist/ si no existe)
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Copia ficheros
|
||||
cp -R config "$(RELEASE_FOLDER)"
|
||||
cp resources.pack "$(RELEASE_FOLDER)"
|
||||
cp build/resources.pack "$(RELEASE_FOLDER)"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
# Compila
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||
cp "$(TARGET_FILE)" "$(RELEASE_FILE)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||
|
||||
# Empaqueta ficheros
|
||||
@@ -309,182 +371,122 @@ linux_release: resources.pack
|
||||
# Elimina la carpeta temporal
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
linux_release_desktop: resources.pack
|
||||
@echo "Creando release con integracion desktop para Linux - Version: $(VERSION)"
|
||||
# Elimina carpetas previas
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
# ==============================================================================
|
||||
# COMPILACIÓN PARA WEBASSEMBLY (requiere Docker)
|
||||
# ==============================================================================
|
||||
wasm:
|
||||
@echo "Compilando para WebAssembly - Version: $(VERSION) ($(GIT_HASH))"
|
||||
docker run --rm \
|
||||
--user $(shell id -u):$(shell id -g) \
|
||||
-v $(DIR_ROOT):/src \
|
||||
-w /src \
|
||||
emscripten/emsdk:latest \
|
||||
bash -c "emcmake cmake -S . -B build/wasm -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm"
|
||||
$(MKDIR) "$(DIST_DIR)/wasm"
|
||||
cp build/wasm/$(TARGET_NAME).html $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/
|
||||
cp build/wasm/$(TARGET_NAME).data $(DIST_DIR)/wasm/
|
||||
@echo "Output: $(DIST_DIR)/wasm/"
|
||||
scp $(DIST_DIR)/wasm/$(TARGET_NAME).js $(DIST_DIR)/wasm/$(TARGET_NAME).wasm $(DIST_DIR)/wasm/$(TARGET_NAME).data \
|
||||
maverick:/home/sergio/gitea/web_jailgames/static/games/coffee-crisis-arcade-edition/wasm/
|
||||
ssh maverick 'cd /home/sergio/gitea/web_jailgames && ./deploy.sh'
|
||||
@echo "Deployed to maverick"
|
||||
|
||||
# Crea la estructura de directorios estándar para Linux
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps"
|
||||
$(MKDIR) "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)"
|
||||
# Versió Debug del build wasm: build local sense deploy. Sortida a dist/wasm-debug/.
|
||||
wasm-debug:
|
||||
@echo "Compilando WebAssembly Debug - Version: $(VERSION) ($(GIT_HASH))"
|
||||
docker run --rm \
|
||||
--user $(shell id -u):$(shell id -g) \
|
||||
-v $(DIR_ROOT):/src \
|
||||
-w /src \
|
||||
emscripten/emsdk:latest \
|
||||
bash -c "emcmake cmake -S . -B build/wasm-debug -DCMAKE_BUILD_TYPE=Debug -DGIT_HASH=$(GIT_HASH) && cmake --build build/wasm-debug"
|
||||
$(MKDIR) "$(DIST_DIR)/wasm-debug"
|
||||
cp build/wasm-debug/$(TARGET_NAME).html $(DIST_DIR)/wasm-debug/
|
||||
cp build/wasm-debug/$(TARGET_NAME).js $(DIST_DIR)/wasm-debug/
|
||||
cp build/wasm-debug/$(TARGET_NAME).wasm $(DIST_DIR)/wasm-debug/
|
||||
cp build/wasm-debug/$(TARGET_NAME).data $(DIST_DIR)/wasm-debug/
|
||||
@echo "Output: $(DIST_DIR)/wasm-debug/"
|
||||
|
||||
# Copia ficheros del juego
|
||||
cp -R config "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
||||
cp resources.pack "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/$(TARGET_NAME)/"
|
||||
cp LICENSE "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||
cp README.md "$(RELEASE_FOLDER)/$(TARGET_NAME)/"
|
||||
# ==============================================================================
|
||||
# CODE QUALITY (delegados a cmake)
|
||||
# ==============================================================================
|
||||
format:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target format
|
||||
|
||||
# Compila el ejecutable
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_NAME)/bin/$(TARGET_NAME)" --strip-unneeded
|
||||
format-check:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target format-check
|
||||
|
||||
# Crea el archivo .desktop
|
||||
@echo '[Desktop Entry]' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Version=1.0' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Type=Application' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Name=$(APP_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Comment=Arcade action game - defend Earth from alien invasion!' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Exec=/opt/$(TARGET_NAME)/bin/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Icon=$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Path=/opt/$(TARGET_NAME)/share/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Terminal=false' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'StartupNotify=true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Categories=Game;ArcadeGame;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
@echo 'Keywords=arcade;action;shooter;retro;' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop"
|
||||
tidy:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target tidy
|
||||
|
||||
# Copia el icono (si existe) y lo redimensiona si es necesario
|
||||
@if [ -f "release/icon.png" ]; then \
|
||||
if command -v magick >/dev/null 2>&1; then \
|
||||
magick "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icon.png (usando ImageMagick)"; \
|
||||
elif command -v convert >/dev/null 2>&1; then \
|
||||
convert "release/icon.png" -resize 256x256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono redimensionado de release/icon.png (usando ImageMagick legacy)"; \
|
||||
elif command -v ffmpeg >/dev/null 2>&1; then \
|
||||
ffmpeg -i "release/icon.png" -vf scale=256:256 "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png" -y -loglevel quiet; \
|
||||
echo "Icono redimensionado de release/icon.png (usando ffmpeg)"; \
|
||||
else \
|
||||
cp "release/icon.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono copiado sin redimensionar (instalar ImageMagick o ffmpeg para redimensionado automatico)"; \
|
||||
fi; \
|
||||
elif [ -f "release/coffee.png" ]; then \
|
||||
cp "release/coffee.png" "$(RELEASE_FOLDER)/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png"; \
|
||||
echo "Icono copiado desde release/coffee.png"; \
|
||||
else \
|
||||
echo "Advertencia: No se encontró release/icon.png ni release/coffee.png - crear icono manualmente"; \
|
||||
fi
|
||||
tidy-fix:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target tidy-fix
|
||||
|
||||
# Crea script de instalación
|
||||
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'echo "Instalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo mkdir -p /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp -R bin /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp -R share /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp LICENSE /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp README.md /opt/$(TARGET_NAME)/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo mkdir -p /usr/share/applications' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo mkdir -p /usr/share/icons/hicolor/256x256/apps' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp /opt/$(TARGET_NAME)/share/applications/$(TARGET_NAME).desktop /usr/share/applications/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo cp /opt/$(TARGET_NAME)/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png /usr/share/icons/hicolor/256x256/apps/' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'echo "$(APP_NAME) instalado correctamente!"' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
@echo 'echo "Ya puedes encontrarlo en el menu de aplicaciones en la categoria Juegos."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/install.sh"
|
||||
cppcheck:
|
||||
@cmake $(CMAKE_GEN) -S . -B build -DCMAKE_BUILD_TYPE=Release -DGIT_HASH=$(GIT_HASH)
|
||||
@cmake --build build --target cppcheck
|
||||
|
||||
# Crea script de desinstalación
|
||||
@echo '#!/bin/bash' > "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'echo "Desinstalando $(APP_NAME)..."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo rm -rf /opt/$(TARGET_NAME)' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo rm -f /usr/share/applications/$(TARGET_NAME).desktop' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo rm -f /usr/share/icons/hicolor/256x256/apps/$(TARGET_NAME).png' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo update-desktop-database /usr/share/applications 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'sudo gtk-update-icon-cache /usr/share/icons/hicolor 2>/dev/null || true' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
@echo 'echo "$(APP_NAME) desinstalado correctamente."' >> "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
chmod +x "$(RELEASE_FOLDER)/$(TARGET_NAME)/uninstall.sh"
|
||||
# ==============================================================================
|
||||
# GIT HOOKS
|
||||
# ==============================================================================
|
||||
hooks-install:
|
||||
@git config core.hooksPath .githooks
|
||||
@echo "Git hooks activats: $(shell pwd)/.githooks"
|
||||
|
||||
# Empaqueta ficheros
|
||||
$(RMFILE) "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||
tar -czvf "$(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz" -C "$(RELEASE_FOLDER)" .
|
||||
@echo "Release con integracion desktop creado: $(TARGET_NAME)-$(VERSION)-linux-desktop.tar.gz"
|
||||
@echo "Para instalar: extraer y ejecutar ./$(TARGET_NAME)/install.sh"
|
||||
# ==============================================================================
|
||||
# DESCARGA DE GAMECONTROLLERDB
|
||||
# ==============================================================================
|
||||
controllerdb:
|
||||
@echo "Descargando gamecontrollerdb.txt..."
|
||||
curl -fsSL https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/master/gamecontrollerdb.txt \
|
||||
-o gamecontrollerdb.txt
|
||||
@echo "gamecontrollerdb.txt actualizado"
|
||||
|
||||
# Elimina la carpeta temporal
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
raspi:
|
||||
@echo "Compilando para Raspberry Pi: $(TARGET_NAME)"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
|
||||
strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded
|
||||
|
||||
raspi_debug:
|
||||
@echo "Compilando version debug para Raspberry Pi: $(TARGET_NAME)_debug"
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE -DDEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
|
||||
|
||||
raspi_release: resources.pack
|
||||
@echo "Creando release para Raspberry Pi - Version: $(VERSION)"
|
||||
# Elimina carpetas previas
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Crea la carpeta temporal para realizar el lanzamiento
|
||||
$(MKDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
# Copia ficheros
|
||||
cp -R config "$(RELEASE_FOLDER)"
|
||||
cp resources.pack "$(RELEASE_FOLDER)"
|
||||
cp LICENSE "$(RELEASE_FOLDER)"
|
||||
cp README.md "$(RELEASE_FOLDER)"
|
||||
|
||||
# Compila
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
|
||||
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
|
||||
|
||||
# Empaqueta ficheros
|
||||
$(RMFILE) "$(RASPI_RELEASE)"
|
||||
tar -czvf "$(RASPI_RELEASE)" -C "$(RELEASE_FOLDER)" .
|
||||
@echo "Release creado: $(RASPI_RELEASE)"
|
||||
|
||||
# Elimina la carpeta temporal
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"
|
||||
|
||||
anbernic: resources.pack
|
||||
@echo "Compilando para Anbernic: $(TARGET_NAME)"
|
||||
# Elimina carpetas previas
|
||||
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||
|
||||
# Crea la carpeta temporal para realizar el lanzamiento
|
||||
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
|
||||
|
||||
# Copia ficheros
|
||||
cp -R config "$(RELEASE_FOLDER)"_anbernic
|
||||
cp resources.pack "$(RELEASE_FOLDER)"_anbernic
|
||||
|
||||
# Compila
|
||||
$(CXX) $(APP_SOURCES) $(INCLUDES) -DANBERNIC -DNO_SHADERS -DARCADE -DVERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
|
||||
|
||||
# Opción para deshabilitar audio (equivalente a la opción DISABLE_AUDIO de CMake)
|
||||
no_audio:
|
||||
@echo "Compilando sin audio: $(TARGET_NAME)_no_audio"
|
||||
$(CXX) $(filter-out source/external/jail_audio.cpp,$(APP_SOURCES)) $(INCLUDES) -DNO_AUDIO $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)_no_audio"
|
||||
|
||||
# Regla para mostrar la versión actual
|
||||
show_version:
|
||||
# ==============================================================================
|
||||
# REGLAS ESPECIALES
|
||||
# ==============================================================================
|
||||
show-version:
|
||||
@echo "Version actual: $(VERSION)"
|
||||
|
||||
# Regla de ayuda
|
||||
help:
|
||||
@echo "Makefile para Coffee Crisis Arcade Edition"
|
||||
@echo "Comandos disponibles:"
|
||||
@echo " windows - Compilar para Windows"
|
||||
@echo " windows_debug - Compilar debug para Windows"
|
||||
@echo " windows_release - Crear release completo para Windows"
|
||||
@echo " linux - Compilar para Linux"
|
||||
@echo " linux_debug - Compilar debug para Linux"
|
||||
@echo " linux_release - Crear release basico para Linux"
|
||||
@echo " linux_release_desktop - Crear release con integracion desktop para Linux"
|
||||
@echo " macos - Compilar para macOS"
|
||||
@echo " macos_debug - Compilar debug para macOS"
|
||||
@echo " macos_release - Crear release completo para macOS"
|
||||
@echo " raspi - Compilar para Raspberry Pi"
|
||||
@echo " raspi_release - Crear release completo para Raspberry Pi"
|
||||
@echo " anbernic - Compilar para Anbernic"
|
||||
@echo " no_audio - Compilar sin sistema de audio"
|
||||
@echo " pack_tool - Compilar herramienta de empaquetado"
|
||||
@echo " resources.pack - Generar pack de recursos desde data/"
|
||||
@echo " show_version - Mostrar version actual ($(VERSION))"
|
||||
@echo " help - Mostrar esta ayuda"
|
||||
@echo ""
|
||||
@echo " Compilacion:"
|
||||
@echo " make - Compilar con cmake (Release)"
|
||||
@echo " make debug - Compilar con cmake (Debug)"
|
||||
@echo ""
|
||||
@echo " Ejecucion:"
|
||||
@echo " make run - Compilar (Release) y ejecutar"
|
||||
@echo " make run-debug - Compilar (Debug) y ejecutar"
|
||||
@echo ""
|
||||
@echo " Release:"
|
||||
@echo " make release - Crear release (detecta SO automaticamente)"
|
||||
@echo " make wasm - Crear build WebAssembly (requiere Docker) en dist/wasm"
|
||||
@echo " make wasm-debug - Build WebAssembly Debug local (sin deploy)"
|
||||
@echo ""
|
||||
@echo " Herramientas:"
|
||||
@echo " make compile-shaders - Compilar shaders SPIR-V"
|
||||
@echo " make pack - Empaquetar recursos a $(BUILDDIR)/resources.pack"
|
||||
@echo ""
|
||||
@echo " Calidad de codigo:"
|
||||
@echo " make format - Formatear codigo con clang-format"
|
||||
@echo " make format-check - Verificar formato sin modificar"
|
||||
@echo " make tidy - Analisis estatico con clang-tidy"
|
||||
@echo " make tidy-fix - Analisis estatico con auto-fix"
|
||||
@echo " make cppcheck - Analisis estatico con cppcheck"
|
||||
@echo ""
|
||||
@echo " Otros:"
|
||||
@echo " make clean - Borrar carpeta $(BUILDDIR)/"
|
||||
@echo " make rebuild - clean + all"
|
||||
@echo " make show-version - Mostrar version actual ($(VERSION))"
|
||||
@echo " make hooks-install - Activar git hooks del proyecto"
|
||||
@echo " make help - Mostrar esta ayuda"
|
||||
|
||||
.PHONY: windows windows_rec windows_debug windows_release macos macos_debug macos_release linux linux_debug linux_release linux_release_desktop raspi raspi_debug raspi_release anbernic no_audio show_version help pack_tool
|
||||
.PHONY: all debug run run-debug clean rebuild release _windows-release _macos-release _linux-release wasm wasm-debug pack compile-shaders format format-check tidy tidy-fix cppcheck controllerdb hooks-install show-version help
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
# Coffee Crisis Arcade Edition
|
||||
<div align="center">
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="600" alt="Coffee Crisis Cover">
|
||||
</div>
|
||||
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/coffee_crisis_arcade_edition_cover_web.png" width="300" align="left" style="margin-right: 20px; margin-bottom: 10px;" alt="Coffee Crisis Cover">
|
||||
# Coffee Crisis Arcade Edition
|
||||
|
||||
## ¡La batalla definitiva pel cafè està ací!
|
||||
|
||||
@@ -35,10 +37,7 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
|
||||
|
||||
> Nota: El joc suporta nomes un jugador amb teclat.
|
||||
|
||||
<p align="center">
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/ccae1.png" alt="Joc" width="45%" />
|
||||
<img src="https://php.sustancia.synology.me/images/ccae/ccae3.png" alt="Joc" width="45%" />
|
||||
</p>
|
||||

|
||||
|
||||
## Altres tecles
|
||||
|
||||
@@ -64,6 +63,8 @@ El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels
|
||||
2. Descomprimix i executa l'arxiu `coffee_crisis_arcade_edition.exe`.
|
||||
3. Gaudeix del joc!
|
||||
|
||||

|
||||
|
||||
## Agraïments
|
||||
|
||||
Vull expressar la meua gratitud a **ChatGPT** i **GitHub Copilot**. Gràcies per ser un suport constant en el desenvolupament d'aquest joc!
|
||||
|
||||
@@ -1,61 +0,0 @@
|
||||
# TODO
|
||||
|
||||
## Tareas pendientes
|
||||
|
||||
- [ ] Revisar todas las variables static de los métodos para ver si se resetean correctamente
|
||||
|
||||
## Mejoras arquitecturales (refactoring)
|
||||
|
||||
### Eliminar variables static locales y usar patrones profesionales:
|
||||
|
||||
**Opción 1: Máquina de Estados**
|
||||
```cpp
|
||||
class GameCompletedState {
|
||||
bool start_celebrations_done = false;
|
||||
bool end_celebrations_done = false;
|
||||
float timer = 0.0f;
|
||||
|
||||
public:
|
||||
void reset() {
|
||||
start_celebrations_done = false;
|
||||
end_celebrations_done = false;
|
||||
timer = 0.0f;
|
||||
}
|
||||
|
||||
void update(float deltaTime) {
|
||||
timer += deltaTime;
|
||||
// lógica aquí
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
**Opción 2: Sistema de Eventos/Callbacks**
|
||||
```cpp
|
||||
// Al entrar en COMPLETED state
|
||||
eventSystem.scheduleEvent(6.0f, []{ startCelebrations(); });
|
||||
eventSystem.scheduleEvent(14.0f, []{ endCelebrations(); });
|
||||
```
|
||||
|
||||
**Opción 3: Flags como miembros privados**
|
||||
```cpp
|
||||
class Game {
|
||||
private:
|
||||
struct GameOverState {
|
||||
bool game_over_triggered = false;
|
||||
bool start_celebrations_triggered = false;
|
||||
bool end_celebrations_triggered = false;
|
||||
|
||||
void reset() {
|
||||
game_over_triggered = false;
|
||||
start_celebrations_triggered = false;
|
||||
end_celebrations_triggered = false;
|
||||
}
|
||||
} game_over_state_;
|
||||
};
|
||||
```
|
||||
|
||||
**Ventajas:**
|
||||
- Más fáciles de testear
|
||||
- Más fáciles de debugear
|
||||
- Más fáciles de entender y mantener
|
||||
- No tienen "estado oculto"
|
||||
@@ -1,205 +0,0 @@
|
||||
# Coffee Crisis Arcade Edition - Asset Configuration
|
||||
# Formato: TIPO|RUTA [|OPCIONES]
|
||||
# Opciones: optional, absolute (separadas por comas)
|
||||
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
||||
|
||||
# Archivos de configuración del sistema (absolutos y opcionales)
|
||||
DATA|${SYSTEM_FOLDER}/config.txt|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
||||
|
||||
# Archivos de configuración del juego
|
||||
DATA|${PREFIX}/config/formations.txt
|
||||
DATA|${PREFIX}/config/gamecontrollerdb.txt
|
||||
DATA|${PREFIX}/config/param_320x240.txt
|
||||
DATA|${PREFIX}/config/param_320x256.txt
|
||||
DATA|${PREFIX}/config/param_red.txt
|
||||
DATA|${PREFIX}/config/pools.txt
|
||||
DATA|${PREFIX}/config/stages.txt
|
||||
|
||||
# Archivos con los datos de la demo
|
||||
DEMODATA|${PREFIX}/data/demo/demo1.bin
|
||||
DEMODATA|${PREFIX}/data/demo/demo2.bin
|
||||
DEMODATA|${PREFIX}/data/demo/demo3.bin
|
||||
|
||||
# Música
|
||||
MUSIC|${PREFIX}/data/music/congratulations.ogg
|
||||
MUSIC|${PREFIX}/data/music/credits.ogg
|
||||
MUSIC|${PREFIX}/data/music/intro.ogg
|
||||
MUSIC|${PREFIX}/data/music/playing.ogg
|
||||
MUSIC|${PREFIX}/data/music/title.ogg
|
||||
|
||||
# Sonidos
|
||||
SOUND|${PREFIX}/data/sound/balloon_bounce0.wav
|
||||
SOUND|${PREFIX}/data/sound/balloon_bounce1.wav
|
||||
SOUND|${PREFIX}/data/sound/balloon_bounce2.wav
|
||||
SOUND|${PREFIX}/data/sound/balloon_bounce3.wav
|
||||
SOUND|${PREFIX}/data/sound/balloon_pop0.wav
|
||||
SOUND|${PREFIX}/data/sound/balloon_pop1.wav
|
||||
SOUND|${PREFIX}/data/sound/balloon_pop2.wav
|
||||
SOUND|${PREFIX}/data/sound/balloon_pop3.wav
|
||||
SOUND|${PREFIX}/data/sound/bullet1p.wav
|
||||
SOUND|${PREFIX}/data/sound/bullet2p.wav
|
||||
SOUND|${PREFIX}/data/sound/clock.wav
|
||||
SOUND|${PREFIX}/data/sound/coffee_out.wav
|
||||
SOUND|${PREFIX}/data/sound/continue_clock.wav
|
||||
SOUND|${PREFIX}/data/sound/credit.wav
|
||||
SOUND|${PREFIX}/data/sound/debian_drop.wav
|
||||
SOUND|${PREFIX}/data/sound/debian_pickup.wav
|
||||
SOUND|${PREFIX}/data/sound/hi_score_achieved.wav
|
||||
SOUND|${PREFIX}/data/sound/item_drop.wav
|
||||
SOUND|${PREFIX}/data/sound/item_pickup.wav
|
||||
SOUND|${PREFIX}/data/sound/jump.wav
|
||||
SOUND|${PREFIX}/data/sound/logo.wav
|
||||
SOUND|${PREFIX}/data/sound/name_input_accept.wav
|
||||
SOUND|${PREFIX}/data/sound/notify.wav
|
||||
SOUND|${PREFIX}/data/sound/player_collision.wav
|
||||
SOUND|${PREFIX}/data/sound/power_ball_explosion.wav
|
||||
SOUND|${PREFIX}/data/sound/service_menu_adjust.wav
|
||||
SOUND|${PREFIX}/data/sound/service_menu_back.wav
|
||||
SOUND|${PREFIX}/data/sound/service_menu_move.wav
|
||||
SOUND|${PREFIX}/data/sound/service_menu_select.wav
|
||||
SOUND|${PREFIX}/data/sound/stage_change.wav
|
||||
SOUND|${PREFIX}/data/sound/tabe_hit.wav
|
||||
SOUND|${PREFIX}/data/sound/tabe.wav
|
||||
SOUND|${PREFIX}/data/sound/title.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_aw_aw_aw.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_coffee.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_credit_thankyou.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_game_over.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_get_ready.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_no.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_power_up.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_recover.wav
|
||||
SOUND|${PREFIX}/data/sound/voice_thankyou.wav
|
||||
SOUND|${PREFIX}/data/sound/walk.wav
|
||||
|
||||
# Shaders
|
||||
DATA|${PREFIX}/data/shaders/crtpi_240.glsl
|
||||
DATA|${PREFIX}/data/shaders/crtpi_256.glsl
|
||||
|
||||
# Texturas - Balloons
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon0.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon1.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon2.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/balloon3.ani
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon0.png
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon1.png
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon2.png
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/balloon3.png
|
||||
|
||||
# Texturas - Explosiones
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion0.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion1.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion2.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/explosion3.ani
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion0.png
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion1.png
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion2.png
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/explosion3.png
|
||||
|
||||
# Texturas - Power Ball
|
||||
ANIMATION|${PREFIX}/data/gfx/balloon/powerball.ani
|
||||
BITMAP|${PREFIX}/data/gfx/balloon/powerball.png
|
||||
|
||||
# Texturas - Bala
|
||||
ANIMATION|${PREFIX}/data/gfx/bullet/bullet.ani
|
||||
BITMAP|${PREFIX}/data/gfx/bullet/bullet.png
|
||||
|
||||
# Texturas - Tabe
|
||||
ANIMATION|${PREFIX}/data/gfx/tabe/tabe.ani
|
||||
BITMAP|${PREFIX}/data/gfx/tabe/tabe.png
|
||||
|
||||
# Texturas - Juego
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_buildings.png
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_clouds1.png
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_clouds2.png
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_grass.png
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_moon.png
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_power_meter.png
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_sky_colors.png
|
||||
BITMAP|${PREFIX}/data/gfx/game/game_sun.png
|
||||
|
||||
# Texturas - Intro
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro1.png
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro2.png
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro3.png
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro4.png
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro5.png
|
||||
BITMAP|${PREFIX}/data/gfx/intro/intro6.png
|
||||
|
||||
# Texturas - Logo
|
||||
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames_mini.png
|
||||
BITMAP|${PREFIX}/data/gfx/logo/logo_jailgames.png
|
||||
BITMAP|${PREFIX}/data/gfx/logo/logo_since_1998.png
|
||||
|
||||
# Texturas - Items
|
||||
ANIMATION|${PREFIX}/data/gfx/item/item_clock.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/item/item_coffee_machine.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/item/item_coffee.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/item/item_debian.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/item/item_points1_disk.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/item/item_points2_gavina.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/item/item_points3_pacmar.ani
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_clock.png
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_coffee_machine.png
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_coffee.png
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_debian.png
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_points1_disk.png
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_points2_gavina.png
|
||||
BITMAP|${PREFIX}/data/gfx/item/item_points3_pacmar.png
|
||||
|
||||
# Texturas - Titulo
|
||||
ANIMATION|${PREFIX}/data/gfx/title/title_dust.ani
|
||||
BITMAP|${PREFIX}/data/gfx/title/title_arcade_edition.png
|
||||
BITMAP|${PREFIX}/data/gfx/title/title_bg_tile.png
|
||||
BITMAP|${PREFIX}/data/gfx/title/title_coffee.png
|
||||
BITMAP|${PREFIX}/data/gfx/title/title_crisis.png
|
||||
BITMAP|${PREFIX}/data/gfx/title/title_dust.png
|
||||
|
||||
# Texturas - Jugador 1
|
||||
BITMAP|${PREFIX}/data/gfx/player/player1_power.png
|
||||
BITMAP|${PREFIX}/data/gfx/player/player1.gif
|
||||
PALETTE|${PREFIX}/data/gfx/player/player1_coffee1.pal
|
||||
PALETTE|${PREFIX}/data/gfx/player/player1_coffee2.pal
|
||||
PALETTE|${PREFIX}/data/gfx/player/player1_invencible.pal
|
||||
|
||||
# Texturas - Jugador 2
|
||||
BITMAP|${PREFIX}/data/gfx/player/player2_power.png
|
||||
BITMAP|${PREFIX}/data/gfx/player/player2.gif
|
||||
PALETTE|${PREFIX}/data/gfx/player/player2_coffee1.pal
|
||||
PALETTE|${PREFIX}/data/gfx/player/player2_coffee2.pal
|
||||
PALETTE|${PREFIX}/data/gfx/player/player2_invencible.pal
|
||||
|
||||
# Animaciones del jugador
|
||||
ANIMATION|${PREFIX}/data/gfx/player/player_power.ani
|
||||
ANIMATION|${PREFIX}/data/gfx/player/player.ani
|
||||
|
||||
# Texturas - Golpe del jugador
|
||||
BITMAP|${PREFIX}/data/gfx/player/hit.png
|
||||
|
||||
# Fuentes de texto
|
||||
BITMAP|${PREFIX}/data/font/04b_25_2x.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_2x_white.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_flat_2x.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_flat.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_grey.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_metal.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_reversed_2x.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_reversed.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25_white.png
|
||||
BITMAP|${PREFIX}/data/font/04b_25.png
|
||||
BITMAP|${PREFIX}/data/font/8bithud.png
|
||||
BITMAP|${PREFIX}/data/font/aseprite.png
|
||||
BITMAP|${PREFIX}/data/font/smb2_grad.png
|
||||
BITMAP|${PREFIX}/data/font/smb2.png
|
||||
FONT|${PREFIX}/data/font/04b_25_2x.txt
|
||||
FONT|${PREFIX}/data/font/04b_25.txt
|
||||
FONT|${PREFIX}/data/font/8bithud.txt
|
||||
FONT|${PREFIX}/data/font/aseprite.txt
|
||||
FONT|${PREFIX}/data/font/smb2.txt
|
||||
|
||||
# Idiomas
|
||||
LANG|${PREFIX}/data/lang/ba_BA.json
|
||||
LANG|${PREFIX}/data/lang/en_UK.json
|
||||
LANG|${PREFIX}/data/lang/es_ES.json
|
||||
@@ -0,0 +1,203 @@
|
||||
# Coffee Crisis Arcade Edition - Asset Configuration
|
||||
# Formato: TIPO|RUTA [|OPCIONES]
|
||||
# Opciones: optional, absolute (separadas por comas)
|
||||
# Variables: ${PREFIX}, ${SYSTEM_FOLDER}
|
||||
|
||||
# Archivos de configuración del sistema (absolutos y opcionales)
|
||||
DATA|${SYSTEM_FOLDER}/config.yaml|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/controllers.json|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/postfx.yaml|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/crtpi.yaml|optional,absolute
|
||||
DATA|${SYSTEM_FOLDER}/score.bin|optional,absolute
|
||||
|
||||
# Dades de gameplay (viatgen dins el pack)
|
||||
DATA|/data/config/gameplay/formations.txt
|
||||
DATA|/data/config/gameplay/pools.txt
|
||||
DATA|/data/config/gameplay/stages.txt
|
||||
|
||||
# Presets de paràmetres (viatgen dins el pack)
|
||||
DATA|/data/config/presets/classic.txt
|
||||
DATA|/data/config/presets/arcade.txt
|
||||
DATA|/data/config/presets/red.txt
|
||||
|
||||
# Archivos con los datos de la demo
|
||||
DEMODATA|/data/demo/demo1.bin
|
||||
DEMODATA|/data/demo/demo2.bin
|
||||
DEMODATA|/data/demo/demo3.bin
|
||||
|
||||
# Música
|
||||
MUSIC|/data/music/congratulations.ogg
|
||||
MUSIC|/data/music/credits.ogg
|
||||
MUSIC|/data/music/intro.ogg
|
||||
MUSIC|/data/music/playing.ogg
|
||||
MUSIC|/data/music/title.ogg
|
||||
|
||||
# Sonidos
|
||||
SOUND|/data/sound/balloon_bounce0.wav
|
||||
SOUND|/data/sound/balloon_bounce1.wav
|
||||
SOUND|/data/sound/balloon_bounce2.wav
|
||||
SOUND|/data/sound/balloon_bounce3.wav
|
||||
SOUND|/data/sound/balloon_pop0.wav
|
||||
SOUND|/data/sound/balloon_pop1.wav
|
||||
SOUND|/data/sound/balloon_pop2.wav
|
||||
SOUND|/data/sound/balloon_pop3.wav
|
||||
SOUND|/data/sound/bullet1p.wav
|
||||
SOUND|/data/sound/bullet2p.wav
|
||||
SOUND|/data/sound/clock.wav
|
||||
SOUND|/data/sound/coffee_out.wav
|
||||
SOUND|/data/sound/continue_clock.wav
|
||||
SOUND|/data/sound/credit.wav
|
||||
SOUND|/data/sound/debian_drop.wav
|
||||
SOUND|/data/sound/debian_pickup.wav
|
||||
SOUND|/data/sound/hi_score_achieved.wav
|
||||
SOUND|/data/sound/item_drop.wav
|
||||
SOUND|/data/sound/item_pickup.wav
|
||||
SOUND|/data/sound/jump.wav
|
||||
SOUND|/data/sound/logo.wav
|
||||
SOUND|/data/sound/name_input_accept.wav
|
||||
SOUND|/data/sound/notify.wav
|
||||
SOUND|/data/sound/player_collision.wav
|
||||
SOUND|/data/sound/power_ball_explosion.wav
|
||||
SOUND|/data/sound/service_menu_adjust.wav
|
||||
SOUND|/data/sound/service_menu_back.wav
|
||||
SOUND|/data/sound/service_menu_move.wav
|
||||
SOUND|/data/sound/service_menu_select.wav
|
||||
SOUND|/data/sound/stage_change.wav
|
||||
SOUND|/data/sound/tabe_hit.wav
|
||||
SOUND|/data/sound/tabe.wav
|
||||
SOUND|/data/sound/title.wav
|
||||
SOUND|/data/sound/voice_aw_aw_aw.wav
|
||||
SOUND|/data/sound/voice_coffee.wav
|
||||
SOUND|/data/sound/voice_credit_thankyou.wav
|
||||
SOUND|/data/sound/voice_game_over.wav
|
||||
SOUND|/data/sound/voice_get_ready.wav
|
||||
SOUND|/data/sound/voice_no.wav
|
||||
SOUND|/data/sound/voice_power_up.wav
|
||||
SOUND|/data/sound/voice_recover.wav
|
||||
SOUND|/data/sound/voice_thankyou.wav
|
||||
SOUND|/data/sound/walk.wav
|
||||
|
||||
# Texturas - Balloons
|
||||
ANIMATION|/data/gfx/balloon/balloon0.ani
|
||||
ANIMATION|/data/gfx/balloon/balloon1.ani
|
||||
ANIMATION|/data/gfx/balloon/balloon2.ani
|
||||
ANIMATION|/data/gfx/balloon/balloon3.ani
|
||||
BITMAP|/data/gfx/balloon/balloon0.png
|
||||
BITMAP|/data/gfx/balloon/balloon1.png
|
||||
BITMAP|/data/gfx/balloon/balloon2.png
|
||||
BITMAP|/data/gfx/balloon/balloon3.png
|
||||
|
||||
# Texturas - Explosiones
|
||||
ANIMATION|/data/gfx/balloon/explosion0.ani
|
||||
ANIMATION|/data/gfx/balloon/explosion1.ani
|
||||
ANIMATION|/data/gfx/balloon/explosion2.ani
|
||||
ANIMATION|/data/gfx/balloon/explosion3.ani
|
||||
BITMAP|/data/gfx/balloon/explosion0.png
|
||||
BITMAP|/data/gfx/balloon/explosion1.png
|
||||
BITMAP|/data/gfx/balloon/explosion2.png
|
||||
BITMAP|/data/gfx/balloon/explosion3.png
|
||||
|
||||
# Texturas - Power Ball
|
||||
ANIMATION|/data/gfx/balloon/powerball.ani
|
||||
BITMAP|/data/gfx/balloon/powerball.png
|
||||
|
||||
# Texturas - Bala
|
||||
ANIMATION|/data/gfx/bullet/bullet.ani
|
||||
BITMAP|/data/gfx/bullet/bullet.png
|
||||
|
||||
# Texturas - Tabe
|
||||
ANIMATION|/data/gfx/tabe/tabe.ani
|
||||
BITMAP|/data/gfx/tabe/tabe.png
|
||||
|
||||
# Texturas - Juego
|
||||
BITMAP|/data/gfx/game/game_buildings.png
|
||||
BITMAP|/data/gfx/game/game_clouds1.png
|
||||
BITMAP|/data/gfx/game/game_clouds2.png
|
||||
ANIMATION|/data/gfx/game/game_grass.ani
|
||||
BITMAP|/data/gfx/game/game_grass.png
|
||||
BITMAP|/data/gfx/game/game_moon.png
|
||||
BITMAP|/data/gfx/game/game_power_meter.png
|
||||
BITMAP|/data/gfx/game/game_sky_colors.png
|
||||
BITMAP|/data/gfx/game/game_sun.png
|
||||
|
||||
# Texturas - Intro
|
||||
BITMAP|/data/gfx/intro/intro1.png
|
||||
BITMAP|/data/gfx/intro/intro2.png
|
||||
BITMAP|/data/gfx/intro/intro3.png
|
||||
BITMAP|/data/gfx/intro/intro4.png
|
||||
BITMAP|/data/gfx/intro/intro5.png
|
||||
BITMAP|/data/gfx/intro/intro6.png
|
||||
|
||||
# Texturas - Logo
|
||||
BITMAP|/data/gfx/logo/logo_jailgames_mini.png
|
||||
BITMAP|/data/gfx/logo/logo_jailgames.png
|
||||
BITMAP|/data/gfx/logo/logo_since_1998.png
|
||||
|
||||
# Texturas - Items
|
||||
ANIMATION|/data/gfx/item/item_clock.ani
|
||||
ANIMATION|/data/gfx/item/item_coffee_machine.ani
|
||||
ANIMATION|/data/gfx/item/item_coffee.ani
|
||||
ANIMATION|/data/gfx/item/item_debian.ani
|
||||
ANIMATION|/data/gfx/item/item_points1_disk.ani
|
||||
ANIMATION|/data/gfx/item/item_points2_gavina.ani
|
||||
ANIMATION|/data/gfx/item/item_points3_pacmar.ani
|
||||
BITMAP|/data/gfx/item/item_clock.png
|
||||
BITMAP|/data/gfx/item/item_coffee_machine.png
|
||||
BITMAP|/data/gfx/item/item_coffee.png
|
||||
BITMAP|/data/gfx/item/item_debian.png
|
||||
BITMAP|/data/gfx/item/item_points1_disk.png
|
||||
BITMAP|/data/gfx/item/item_points2_gavina.png
|
||||
BITMAP|/data/gfx/item/item_points3_pacmar.png
|
||||
|
||||
# Texturas - Titulo
|
||||
ANIMATION|/data/gfx/title/title_dust.ani
|
||||
BITMAP|/data/gfx/title/title_arcade_edition.png
|
||||
BITMAP|/data/gfx/title/title_bg_tile.png
|
||||
BITMAP|/data/gfx/title/title_coffee.png
|
||||
BITMAP|/data/gfx/title/title_crisis.png
|
||||
BITMAP|/data/gfx/title/title_dust.png
|
||||
|
||||
# Texturas - Jugador 1
|
||||
BITMAP|/data/gfx/player/player1_power.png
|
||||
BITMAP|/data/gfx/player/player1.gif
|
||||
PALETTE|/data/gfx/player/player1_coffee1.pal
|
||||
PALETTE|/data/gfx/player/player1_coffee2.pal
|
||||
PALETTE|/data/gfx/player/player1_invencible.pal
|
||||
|
||||
# Texturas - Jugador 2
|
||||
BITMAP|/data/gfx/player/player2_power.png
|
||||
BITMAP|/data/gfx/player/player2.gif
|
||||
PALETTE|/data/gfx/player/player2_coffee1.pal
|
||||
PALETTE|/data/gfx/player/player2_coffee2.pal
|
||||
PALETTE|/data/gfx/player/player2_invencible.pal
|
||||
|
||||
# Animaciones del jugador
|
||||
ANIMATION|/data/gfx/player/player_power.ani
|
||||
ANIMATION|/data/gfx/player/player1.ani
|
||||
ANIMATION|/data/gfx/player/player2.ani
|
||||
|
||||
# Fuentes de texto
|
||||
BITMAP|/data/font/04b_25_2x.png
|
||||
BITMAP|/data/font/04b_25_2x_white.png
|
||||
BITMAP|/data/font/04b_25_flat_2x.png
|
||||
BITMAP|/data/font/04b_25_flat.png
|
||||
BITMAP|/data/font/04b_25_grey.png
|
||||
BITMAP|/data/font/04b_25_metal.png
|
||||
BITMAP|/data/font/04b_25_reversed_2x.png
|
||||
BITMAP|/data/font/04b_25_reversed.png
|
||||
BITMAP|/data/font/04b_25_white.png
|
||||
BITMAP|/data/font/04b_25.png
|
||||
BITMAP|/data/font/8bithud.png
|
||||
BITMAP|/data/font/aseprite.png
|
||||
BITMAP|/data/font/smb2_grad.png
|
||||
BITMAP|/data/font/smb2.png
|
||||
FONT|/data/font/04b_25_2x.txt
|
||||
FONT|/data/font/04b_25.txt
|
||||
FONT|/data/font/8bithud.txt
|
||||
FONT|/data/font/aseprite.txt
|
||||
FONT|/data/font/smb2.txt
|
||||
|
||||
# Idiomas
|
||||
LANG|/data/lang/ba_BA.json
|
||||
LANG|/data/lang/en_UK.json
|
||||
LANG|/data/lang/es_ES.json
|
||||
@@ -2,7 +2,6 @@
|
||||
# Formato: PARAMETRO VALOR
|
||||
|
||||
# --- GAME ---
|
||||
game.item_size 20 # Tamaño de los items del juego (en píxeles)
|
||||
game.item_text_outline_color E0E0E0F0 # Color del outline del texto de los items (RGBA hex)
|
||||
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
|
||||
@@ -12,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
|
||||
game.play_area.rect.h 216 # Alto de la zona jugable
|
||||
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
||||
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
||||
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
|
||||
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
|
||||
|
||||
# --- FADE ---
|
||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||
@@ -93,7 +90,7 @@ service_menu.window_message.text_safety_margin 15.0f # Margen de segu
|
||||
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
|
||||
|
||||
# --- INTRO ---
|
||||
intro.bg_color 4664BD # Color de fondo de la intro
|
||||
intro.bg_color 41526F # Color de fondo de la intro
|
||||
intro.card_color CBDBFC # Color de las tarjetas en la intro
|
||||
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
|
||||
intro.text_distance_from_bottom 48 # Posición del texto desde la parte inferior
|
||||
@@ -11,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
|
||||
game.play_area.rect.h 200 # Alto de la zona jugable
|
||||
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
||||
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
||||
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
|
||||
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
|
||||
|
||||
# --- FADE ---
|
||||
fade.color 1F2B30 # Color hexadecimal para el efecto de fundido
|
||||
@@ -24,7 +22,7 @@ fade.venetian_size 12 # Tamaño de las bandas para el efecto v
|
||||
|
||||
# --- SCOREBOARD ---
|
||||
scoreboard.rect.x 0 # Posición X del marcador
|
||||
scoreboard.rect.y 216 # Posición Y del marcador
|
||||
scoreboard.rect.y 200 # Posición Y del marcador
|
||||
scoreboard.rect.w 320 # Ancho del marcador
|
||||
scoreboard.rect.h 40 # Alto del marcador
|
||||
scoreboard.separator_autocolor true # ¿El separador usa color automático?
|
||||
@@ -92,7 +90,7 @@ service_menu.window_message.text_safety_margin 15.0f # Margen de segu
|
||||
service_menu.window_message.animation_duration 0.3f # Duración de animaciones de ventanas (segundos)
|
||||
|
||||
# --- INTRO ---
|
||||
intro.bg_color 4664BD # Color de fondo de la intro
|
||||
intro.bg_color 41526F # Color de fondo de la intro
|
||||
intro.card_color CBDBFC # Color de las tarjetas en la intro
|
||||
intro.shadow_color 00000080 # Color de la sombra de las tarjetas en la intro
|
||||
intro.text_distance_from_bottom 48 # Posicion del texto
|
||||
@@ -101,8 +99,7 @@ intro.text_distance_from_bottom 48 # Posicion del texto
|
||||
debug.color 00FFFF # Color para elementos de depuración
|
||||
|
||||
# --- RESOURCE ---
|
||||
resource.color FFFFFF # Color de recurso 1
|
||||
resource.color FFFFFF # Color de recurso 2
|
||||
resource.color FFFFFF # Color de recursos
|
||||
|
||||
# --- TABE ---
|
||||
tabe.min_spawn_time 2.0f # Tiempo mínimo en minutos para que aparezca el Tabe
|
||||
@@ -2,7 +2,6 @@
|
||||
# Formato: PARAMETRO VALOR
|
||||
|
||||
# --- GAME ---
|
||||
game.item_size 20 # Tamaño de los items del juego (en píxeles)
|
||||
game.item_text_outline_color FFB8B8F0 # Color del outline del texto de los items (RGBA hex) - Rojo claro
|
||||
game.width 320 # Ancho de la resolución nativa del juego (en píxeles)
|
||||
game.height 256 # Alto de la resolución nativa del juego (en píxeles)
|
||||
@@ -12,8 +11,6 @@ game.play_area.rect.w 320 # Ancho de la zona jugable
|
||||
game.play_area.rect.h 216 # Alto de la zona jugable
|
||||
game.name_entry_idle_time 10 # Segundos para introducir el nombre al finalizar la partida si no se pulsa nada
|
||||
game.name_entry_total_time 60 # Segundos totales para introducir el nombre al finalizar la partida
|
||||
game.hit_stop false # Indica si debe haber un paro cuando el jugador es golpeado por un globo
|
||||
game.hit_stop_ms 500 # Cantidad de milisegundos que dura el hit_stop
|
||||
|
||||
# --- FADE ---
|
||||
fade.color 5C1F1F # Color hexadecimal para el efecto de fundido - Rojo oscuro
|
||||
@@ -39,24 +36,24 @@ scoreboard.text_color2 FFE6E6 # Color secundario del texto del marca
|
||||
scoreboard.skip_countdown_value 8 # Valor para saltar la cuenta atrás (segundos)
|
||||
|
||||
# --- TITLE ---
|
||||
title.press_start_position 180 # Posición Y del texto "Press Start"
|
||||
title.title_duration 800 # Duración de la pantalla de título (frames)
|
||||
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
||||
title.title_c_c_position 80 # Posición Y del título principal
|
||||
title.bg_color 8B4A3A # Color de fondo en la sección titulo - Marrón rojizo
|
||||
title.press_start_position 180 # Posición Y del texto "Press Start"
|
||||
title.title_duration 14 # Duración de la pantalla de título (segundos)
|
||||
title.arcade_edition_position 123 # Posición Y del subtítulo "Arcade Edition"
|
||||
title.title_c_c_position 80 # Posición Y del título principal
|
||||
title.bg_color 8B4A3A # Color de fondo en la sección titulo - Marrón rojizo
|
||||
|
||||
# --- BACKGROUND ---
|
||||
background.attenuate_color FF4A3A40 # Color de atenuación del fondo (RGBA hexadecimal) - Blanco rosado
|
||||
|
||||
# --- BALLOONS ---
|
||||
balloon.settings[0].vel 2.75f # Velocidad inicial del globo 1
|
||||
balloon.settings[0].grav 0.09f # Gravedad aplicada al globo 1
|
||||
balloon.settings[1].vel 3.70f # Velocidad inicial del globo 2
|
||||
balloon.settings[1].grav 0.10f # Gravedad aplicada al globo 2
|
||||
balloon.settings[2].vel 4.70f # Velocidad inicial del globo 3
|
||||
balloon.settings[2].grav 0.10f # Gravedad aplicada al globo 3
|
||||
balloon.settings[3].vel 5.45f # Velocidad inicial del globo 4
|
||||
balloon.settings[3].grav 0.10f # Gravedad aplicada al globo 4
|
||||
# --- BALLOONS --- (deltaTime en segundos: vel en pixels/s, grav en pixels/s²)
|
||||
balloon.settings[0].vel 165.0f # Velocidad inicial del globo 1 (pixels/s)
|
||||
balloon.settings[0].grav 320.0f # Gravedad aplicada al globo 1 (pixels/s²)
|
||||
balloon.settings[1].vel 222.0f # Velocidad inicial del globo 2 (pixels/s)
|
||||
balloon.settings[1].grav 360.0f # Gravedad aplicada al globo 2 (pixels/s²)
|
||||
balloon.settings[2].vel 282.0f # Velocidad inicial del globo 3 (pixels/s)
|
||||
balloon.settings[2].grav 360.0f # Gravedad aplicada al globo 3 (pixels/s²)
|
||||
balloon.settings[3].vel 327.0f # Velocidad inicial del globo 4 (pixels/s)
|
||||
balloon.settings[3].grav 360.0f # Gravedad aplicada al globo 4 (pixels/s²)
|
||||
|
||||
balloon.color[0] orange # Color de creación del globo normal
|
||||
balloon.color[1] red # Color del globo normal
|
||||
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.1 KiB |
@@ -185,7 +185,7 @@
|
||||
# 122 z
|
||||
5
|
||||
# 123 {
|
||||
3
|
||||
7
|
||||
# 124 |
|
||||
2
|
||||
# 125 }
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
frame_width=320
|
||||
frame_height=10
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,1,2,1
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 1.1 KiB After Width: | Height: | Size: 1.6 KiB |
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
@@ -2,8 +2,15 @@ frame_width=20
|
||||
frame_height=20
|
||||
|
||||
[animation]
|
||||
name=default
|
||||
speed=0.1333
|
||||
name=blink
|
||||
speed=0.2
|
||||
loop=0
|
||||
frames=0,0,1
|
||||
frames=0,1
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=no-blink
|
||||
speed=0
|
||||
loop=-1
|
||||
frames=1
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 717 B After Width: | Height: | Size: 696 B |
|
Before Width: | Height: | Size: 720 B After Width: | Height: | Size: 624 B |
|
Before Width: | Height: | Size: 312 B |
@@ -110,26 +110,26 @@ frames=38,39,40,41
|
||||
name=celebration
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=42,42,42,42,42,42,43,44,45,46,46,46,46,46,46,45,45,45,46,46,46,45,45,45,44,43,42,42,42
|
||||
frames=42,42,42,43,44,45,44,43,42,43,44,45,44,43,42,43,44,45,44,43,42,46,46,46,46,46,46,47,48,49,50,50,50,50,50,50,49,49,49,50,50,50,49,49,49,48,47,46,46,46
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=dizzy
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=47,48,49,50,51,52,53
|
||||
frames=51,52,53,54,55,56,57
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=recover
|
||||
speed=0.05
|
||||
loop=-1
|
||||
frames=54,54,54,54,55,56,57,58,58,58,59,60,61,58,59,60,61,58,59,60,61,62,62,62,62
|
||||
frames=58,58,58,58,59,60,61,62,62,62,63,64,65,62,63,64,65,62,63,64,65,66,66,66,66
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=hello
|
||||
speed=0.05
|
||||
loop=-1
|
||||
frames=63,64,65,66,67,68,69,70,71,72,73,73,73,73,73,73,73,73,73,73,73,73,73,74,75,76,77,78,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,79,80,81,82,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67,66,65,64,63
|
||||
frames=67,68,69,70,71,72,73,74,75,76,77,77,77,77,77,77,77,77,77,77,77,77,77,78,79,80,81,82,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,83,84,85,86,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68,67
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -0,0 +1,135 @@
|
||||
frame_width=32
|
||||
frame_height=32
|
||||
|
||||
[animation]
|
||||
name=walk
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=0,1,2,3
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=4,5,6,7
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-fire-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=8,9,10,11
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-recoil-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=12,13,14,15
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-cool-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=16,17,18,19
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-fire-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=20
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-recoil-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=21
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-cool-side
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=22
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-fire-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=23,24,25,26
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-recoil-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=27,28,29,30
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=walk-cool-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=31,32,33,34
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-fire-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=35
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-recoil-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=36
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=stand-cool-center
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=37
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=rolling
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=38,39,40,41
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=celebration
|
||||
speed=0.167
|
||||
loop=0
|
||||
frames=47,47,47,47,47,47,48,49,50,51,51,51,51,51,51,50,50,50,51,51,51,50,50,50,49,48,47,47,47,42,42,42,43,44,45,46,45,46,45,46,45,46,45,46,45,46,45,44,43,42
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=dizzy
|
||||
speed=0.0833
|
||||
loop=0
|
||||
frames=52,53,54,55,56,57,58
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=recover
|
||||
speed=0.05
|
||||
loop=-1
|
||||
frames=59,59,59,59,60,61,62,63,63,63,64,65,66,63,64,65,66,63,64,65,66,67,67,67,67
|
||||
[/animation]
|
||||
|
||||
[animation]
|
||||
name=hello
|
||||
speed=0.05
|
||||
loop=-1
|
||||
frames=68,69,70,71,72,73,74,75,76,77,78,78,78,78,78,78,78,78,78,78,78,78,78,79,80,81,82,83,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,84,85,86,87,87,86,85,84,83,82,81,80,79,78,77,76,75,74,73,72,71,70,69,68
|
||||
[/animation]
|
||||
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@@ -21,7 +21,7 @@
|
||||
"[GAME_TEXT] 2": "Queden ",
|
||||
"[GAME_TEXT] 2A": " fases mes!",
|
||||
"[GAME_TEXT] 3": "Ultima fase!",
|
||||
"[GAME_TEXT] 4": "SuperPoder!",
|
||||
"[GAME_TEXT] 4": "Automatic!",
|
||||
"[GAME_TEXT] 5": "+1 Colp",
|
||||
"[GAME_TEXT] 6": "Temps!",
|
||||
"[GAME_TEXT] 7": "Endavant!",
|
||||
@@ -72,6 +72,7 @@
|
||||
"[NOTIFICATIONS] DISCONNECTED": "desconectat",
|
||||
|
||||
"[RESOURCE] LOADING": "Carregant",
|
||||
"[RESOURCE] PRESS_TO_CONTINUE": "Prem una tecla per continuar",
|
||||
|
||||
"[SERVICE_MENU] TITLE": "Menu de servei",
|
||||
"[SERVICE_MENU] RESET": "Reiniciar",
|
||||
@@ -79,9 +80,12 @@
|
||||
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
||||
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
||||
"[SERVICE_MENU] WINDOW_SIZE": "Tamany de la finestra",
|
||||
"[SERVICE_MENU] SHADERS": "Filtre",
|
||||
"[SERVICE_MENU] SHADER": "Shader",
|
||||
"[SERVICE_MENU] SHADER_DISABLED": "Desactivat",
|
||||
"[SERVICE_MENU] SHADER_PRESET": "Preset",
|
||||
"[SERVICE_MENU] VSYNC": "Sincronisme vertical",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalat sencer",
|
||||
"[SERVICE_MENU] FILTER": "Filtre",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||
"[SERVICE_MENU] MUSIC_VOLUME": "Volumen de la musica",
|
||||
"[SERVICE_MENU] SFX_VOLUME": "Volumen dels sons",
|
||||
@@ -100,6 +104,10 @@
|
||||
"[SERVICE_MENU] EASY": "Facil",
|
||||
"[SERVICE_MENU] NORMAL": "Normal",
|
||||
"[SERVICE_MENU] HARD": "Dificil",
|
||||
"[SERVICE_MENU] GAME_PRESET": "Perfil",
|
||||
"[SERVICE_MENU] PRESET_CLASSIC": "Classic",
|
||||
"[SERVICE_MENU] PRESET_ARCADE": "Arcade",
|
||||
"[SERVICE_MENU] PRESET_RED": "Roig",
|
||||
"[SERVICE_MENU] NEED_RESTART_MESSAGE": "Reiniciar per aplicar canvis",
|
||||
"[SERVICE_MENU] ENABLE_SHUTDOWN": "Permetre apagar el sistema",
|
||||
"[SERVICE_MENU] CONTROLS": "Controls",
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
"[GAME_TEXT] 2": "",
|
||||
"[GAME_TEXT] 2A": " stages left!",
|
||||
"[GAME_TEXT] 3": "Last stage!",
|
||||
"[GAME_TEXT] 4": "PowerUp",
|
||||
"[GAME_TEXT] 4": "AutoFire!",
|
||||
"[GAME_TEXT] 5": "+1 Hit",
|
||||
"[GAME_TEXT] 6": "Stop!",
|
||||
"[GAME_TEXT] 7": "Get Ready!",
|
||||
@@ -71,6 +71,7 @@
|
||||
"[NOTIFICATIONS] DISCONNECTED": "disconnected",
|
||||
|
||||
"[RESOURCE] LOADING": "Loading",
|
||||
"[RESOURCE] PRESS_TO_CONTINUE": "Press any key to continue",
|
||||
|
||||
"[SERVICE_MENU] TITLE": "Service Menu",
|
||||
"[SERVICE_MENU] RESET": "Reset",
|
||||
@@ -78,9 +79,12 @@
|
||||
"[SERVICE_MENU] SHUTDOWN": "Shutdown System",
|
||||
"[SERVICE_MENU] FULLSCREEN": "Fullscreen",
|
||||
"[SERVICE_MENU] WINDOW_SIZE": "Window Zoom",
|
||||
"[SERVICE_MENU] SHADERS": "Shaders",
|
||||
"[SERVICE_MENU] SHADER": "Shader",
|
||||
"[SERVICE_MENU] SHADER_DISABLED": "Disabled",
|
||||
"[SERVICE_MENU] SHADER_PRESET": "Preset",
|
||||
"[SERVICE_MENU] VSYNC": "V-Sync",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Integer Scale",
|
||||
"[SERVICE_MENU] FILTER": "Filter",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Main Volume",
|
||||
"[SERVICE_MENU] MUSIC_VOLUME": "Music Volume",
|
||||
"[SERVICE_MENU] SFX_VOLUME": "Sound Volume",
|
||||
@@ -99,6 +103,10 @@
|
||||
"[SERVICE_MENU] EASY": "Easy",
|
||||
"[SERVICE_MENU] NORMAL": "Normal",
|
||||
"[SERVICE_MENU] HARD": "Hard",
|
||||
"[SERVICE_MENU] GAME_PRESET": "Preset",
|
||||
"[SERVICE_MENU] PRESET_CLASSIC": "Classic",
|
||||
"[SERVICE_MENU] PRESET_ARCADE": "Arcade",
|
||||
"[SERVICE_MENU] PRESET_RED": "Red",
|
||||
"[SERVICE_MENU] NEED_RESTART_MESSAGE": "Restart to apply changes",
|
||||
"[SERVICE_MENU] ENABLE_SHUTDOWN": "Allow system shutdown",
|
||||
"[SERVICE_MENU] CONTROLS": "Controls",
|
||||
|
||||
@@ -20,7 +20,7 @@
|
||||
"[GAME_TEXT] 2": "!Quedan ",
|
||||
"[GAME_TEXT] 2A": " fases!",
|
||||
"[GAME_TEXT] 3": "Ultima fase!",
|
||||
"[GAME_TEXT] 4": "Potenciador",
|
||||
"[GAME_TEXT] 4": "Automatico!",
|
||||
"[GAME_TEXT] 5": "+1 Golpe",
|
||||
"[GAME_TEXT] 6": "Tiempo!",
|
||||
"[GAME_TEXT] 7": "Adelante!",
|
||||
@@ -71,6 +71,7 @@
|
||||
"[NOTIFICATIONS] DISCONNECTED": "desconectado",
|
||||
|
||||
"[RESOURCE] LOADING": "Cargando",
|
||||
"[RESOURCE] PRESS_TO_CONTINUE": "Pulsa una tecla para continuar",
|
||||
|
||||
"[SERVICE_MENU] TITLE": "Menu de servicio",
|
||||
"[SERVICE_MENU] RESET": "Reiniciar",
|
||||
@@ -78,9 +79,12 @@
|
||||
"[SERVICE_MENU] SHUTDOWN": "Apagar el sistema",
|
||||
"[SERVICE_MENU] FULLSCREEN": "Pantalla completa",
|
||||
"[SERVICE_MENU] WINDOW_SIZE": "Zoom de ventana",
|
||||
"[SERVICE_MENU] SHADERS": "Filtro grafico",
|
||||
"[SERVICE_MENU] SHADER": "Shader",
|
||||
"[SERVICE_MENU] SHADER_DISABLED": "Desactivado",
|
||||
"[SERVICE_MENU] SHADER_PRESET": "Preset",
|
||||
"[SERVICE_MENU] VSYNC": "Sincronismo vertical",
|
||||
"[SERVICE_MENU] INTEGER_SCALE": "Escalado proporcional",
|
||||
"[SERVICE_MENU] FILTER": "Filtro",
|
||||
"[SERVICE_MENU] MAIN_VOLUME": "Volumen general",
|
||||
"[SERVICE_MENU] MUSIC_VOLUME": "Volumen de la musica",
|
||||
"[SERVICE_MENU] SFX_VOLUME": "Volumen de los efectos",
|
||||
@@ -99,6 +103,10 @@
|
||||
"[SERVICE_MENU] EASY": "Facil",
|
||||
"[SERVICE_MENU] NORMAL": "Normal",
|
||||
"[SERVICE_MENU] HARD": "Dificil",
|
||||
"[SERVICE_MENU] GAME_PRESET": "Perfil",
|
||||
"[SERVICE_MENU] PRESET_CLASSIC": "Clasico",
|
||||
"[SERVICE_MENU] PRESET_ARCADE": "Arcade",
|
||||
"[SERVICE_MENU] PRESET_RED": "Rojo",
|
||||
"[SERVICE_MENU] NEED_RESTART_MESSAGE": "Reiniciar para aplicar cambios",
|
||||
"[SERVICE_MENU] ENABLE_SHUTDOWN": "Permitir apagar el sistema",
|
||||
"[SERVICE_MENU] CONTROLS": "Controles",
|
||||
|
||||
@@ -1,234 +0,0 @@
|
||||
/*
|
||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||
|
||||
Copyright (C) 2015-2016 davej
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
|
||||
Notes:
|
||||
|
||||
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
||||
|
||||
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
||||
|
||||
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
||||
|
||||
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
||||
|
||||
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
||||
|
||||
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
||||
|
||||
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
||||
|
||||
*/
|
||||
|
||||
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
||||
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
||||
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
||||
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
||||
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
||||
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
||||
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
||||
|
||||
// Haven't put these as parameters as it would slow the code down.
|
||||
#define SCANLINES
|
||||
#define MULTISAMPLE
|
||||
#define GAMMA
|
||||
//#define FAKE_GAMMA
|
||||
//#define CURVATURE
|
||||
//#define SHARPER
|
||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||
#define MASK_TYPE 2
|
||||
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
precision mediump float;
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float CURVATURE_X;
|
||||
uniform COMPAT_PRECISION float CURVATURE_Y;
|
||||
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
||||
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
||||
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
||||
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
||||
#else
|
||||
#define CURVATURE_X 0.05
|
||||
#define CURVATURE_Y 0.1
|
||||
#define MASK_BRIGHTNESS 0.80
|
||||
#define SCANLINE_WEIGHT 6.0
|
||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||
#define BLOOM_FACTOR 3.5
|
||||
#define INPUT_GAMMA 2.4
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
#endif
|
||||
|
||||
/* COMPATIBILITY
|
||||
- GLSL compilers
|
||||
*/
|
||||
|
||||
//uniform vec2 TextureSize;
|
||||
#if defined(CURVATURE)
|
||||
varying vec2 screenScale;
|
||||
#endif
|
||||
varying vec2 TEX0;
|
||||
varying float filterWidth;
|
||||
|
||||
#if defined(VERTEX)
|
||||
//uniform mat4 MVPMatrix;
|
||||
//attribute vec4 VertexCoord;
|
||||
//attribute vec2 TexCoord;
|
||||
//uniform vec2 InputSize;
|
||||
//uniform vec2 OutputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if defined(CURVATURE)
|
||||
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
||||
#endif
|
||||
filterWidth = (768.0 / 240.0) / 3.0;
|
||||
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
#if defined(CURVATURE)
|
||||
vec2 Distort(vec2 coord)
|
||||
{
|
||||
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||
coord *= screenScale;
|
||||
coord -= vec2(0.5);
|
||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||
coord *= barrelScale;
|
||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
||||
else
|
||||
{
|
||||
coord += vec2(0.5);
|
||||
coord /= screenScale;
|
||||
}
|
||||
|
||||
return coord;
|
||||
}
|
||||
#endif
|
||||
|
||||
float CalcScanLineWeight(float dist)
|
||||
{
|
||||
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||
}
|
||||
|
||||
float CalcScanLine(float dy)
|
||||
{
|
||||
float scanLineWeight = CalcScanLineWeight(dy);
|
||||
#if defined(MULTISAMPLE)
|
||||
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
||||
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
||||
scanLineWeight *= 0.3333333;
|
||||
#endif
|
||||
return scanLineWeight;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 TextureSize = vec2(320.0, 240.0);
|
||||
#if defined(CURVATURE)
|
||||
vec2 texcoord = Distort(TEX0);
|
||||
if (texcoord.x < 0.0)
|
||||
gl_FragColor = vec4(0.0);
|
||||
else
|
||||
#else
|
||||
vec2 texcoord = TEX0;
|
||||
#endif
|
||||
{
|
||||
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||
#if defined(SHARPER)
|
||||
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||
vec2 coord = tempCoord / TextureSize;
|
||||
vec2 deltas = texcoordInPixels - tempCoord;
|
||||
float scanLineWeight = CalcScanLine(deltas.y);
|
||||
vec2 signs = sign(deltas);
|
||||
deltas.x *= 2.0;
|
||||
deltas = deltas * deltas;
|
||||
deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
|
||||
deltas /= TextureSize;
|
||||
deltas *= signs;
|
||||
vec2 tc = coord + deltas;
|
||||
#else
|
||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||
float yCoord = tempY / TextureSize.y;
|
||||
float dy = texcoordInPixels.y - tempY;
|
||||
float scanLineWeight = CalcScanLine(dy);
|
||||
float signY = sign(dy);
|
||||
dy = dy * dy;
|
||||
dy = dy * dy;
|
||||
dy *= 8.0;
|
||||
dy /= TextureSize.y;
|
||||
dy *= signY;
|
||||
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||
#endif
|
||||
|
||||
vec3 colour = texture2D(Texture, tc).rgb;
|
||||
|
||||
#if defined(SCANLINES)
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = colour * colour;
|
||||
#else
|
||||
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
scanLineWeight *= BLOOM_FACTOR;
|
||||
colour *= scanLineWeight;
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#if MASK_TYPE == 0
|
||||
gl_FragColor = vec4(colour, 1.0);
|
||||
#else
|
||||
#if MASK_TYPE == 1
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
||||
vec3 mask;
|
||||
if (whichMask < 0.5)
|
||||
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
||||
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
#endif
|
||||
|
||||
gl_FragColor = vec4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -1,234 +0,0 @@
|
||||
/*
|
||||
crt-pi - A Raspberry Pi friendly CRT shader.
|
||||
|
||||
Copyright (C) 2015-2016 davej
|
||||
|
||||
This program is free software; you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the Free
|
||||
Software Foundation; either version 2 of the License, or (at your option)
|
||||
any later version.
|
||||
|
||||
|
||||
Notes:
|
||||
|
||||
This shader is designed to work well on Raspberry Pi GPUs (i.e. 1080P @ 60Hz on a game with a 4:3 aspect ratio). It pushes the Pi's GPU hard and enabling some features will slow it down so that it is no longer able to match 1080P @ 60Hz. You will need to overclock your Pi to the fastest setting in raspi-config to get the best results from this shader: 'Pi2' for Pi2 and 'Turbo' for original Pi and Pi Zero. Note: Pi2s are slower at running the shader than other Pis, this seems to be down to Pi2s lower maximum memory speed. Pi2s don't quite manage 1080P @ 60Hz - they drop about 1 in 1000 frames. You probably won't notice this, but if you do, try enabling FAKE_GAMMA.
|
||||
|
||||
SCANLINES enables scanlines. You'll almost certainly want to use it with MULTISAMPLE to reduce moire effects. SCANLINE_WEIGHT defines how wide scanlines are (it is an inverse value so a higher number = thinner lines). SCANLINE_GAP_BRIGHTNESS defines how dark the gaps between the scan lines are. Darker gaps between scan lines make moire effects more likely.
|
||||
|
||||
GAMMA enables gamma correction using the values in INPUT_GAMMA and OUTPUT_GAMMA. FAKE_GAMMA causes it to ignore the values in INPUT_GAMMA and OUTPUT_GAMMA and approximate gamma correction in a way which is faster than true gamma whilst still looking better than having none. You must have GAMMA defined to enable FAKE_GAMMA.
|
||||
|
||||
CURVATURE distorts the screen by CURVATURE_X and CURVATURE_Y. Curvature slows things down a lot.
|
||||
|
||||
By default the shader uses linear blending horizontally. If you find this too blury, enable SHARPER.
|
||||
|
||||
BLOOM_FACTOR controls the increase in width for bright scanlines.
|
||||
|
||||
MASK_TYPE defines what, if any, shadow mask to use. MASK_BRIGHTNESS defines how much the mask type darkens the screen.
|
||||
|
||||
*/
|
||||
|
||||
#pragma parameter CURVATURE_X "Screen curvature - horizontal" 0.10 0.0 1.0 0.01
|
||||
#pragma parameter CURVATURE_Y "Screen curvature - vertical" 0.15 0.0 1.0 0.01
|
||||
#pragma parameter MASK_BRIGHTNESS "Mask brightness" 0.70 0.0 1.0 0.01
|
||||
#pragma parameter SCANLINE_WEIGHT "Scanline weight" 6.0 0.0 15.0 0.1
|
||||
#pragma parameter SCANLINE_GAP_BRIGHTNESS "Scanline gap brightness" 0.12 0.0 1.0 0.01
|
||||
#pragma parameter BLOOM_FACTOR "Bloom factor" 1.5 0.0 5.0 0.01
|
||||
#pragma parameter INPUT_GAMMA "Input gamma" 2.4 0.0 5.0 0.01
|
||||
#pragma parameter OUTPUT_GAMMA "Output gamma" 2.2 0.0 5.0 0.01
|
||||
|
||||
// Haven't put these as parameters as it would slow the code down.
|
||||
#define SCANLINES
|
||||
#define MULTISAMPLE
|
||||
#define GAMMA
|
||||
//#define FAKE_GAMMA
|
||||
//#define CURVATURE
|
||||
//#define SHARPER
|
||||
// MASK_TYPE: 0 = none, 1 = green/magenta, 2 = trinitron(ish)
|
||||
#define MASK_TYPE 2
|
||||
|
||||
|
||||
#ifdef GL_ES
|
||||
#define COMPAT_PRECISION mediump
|
||||
precision mediump float;
|
||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
#ifdef PARAMETER_UNIFORM
|
||||
uniform COMPAT_PRECISION float CURVATURE_X;
|
||||
uniform COMPAT_PRECISION float CURVATURE_Y;
|
||||
uniform COMPAT_PRECISION float MASK_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float SCANLINE_WEIGHT;
|
||||
uniform COMPAT_PRECISION float SCANLINE_GAP_BRIGHTNESS;
|
||||
uniform COMPAT_PRECISION float BLOOM_FACTOR;
|
||||
uniform COMPAT_PRECISION float INPUT_GAMMA;
|
||||
uniform COMPAT_PRECISION float OUTPUT_GAMMA;
|
||||
#else
|
||||
#define CURVATURE_X 0.05
|
||||
#define CURVATURE_Y 0.1
|
||||
#define MASK_BRIGHTNESS 0.80
|
||||
#define SCANLINE_WEIGHT 6.0
|
||||
#define SCANLINE_GAP_BRIGHTNESS 0.12
|
||||
#define BLOOM_FACTOR 3.5
|
||||
#define INPUT_GAMMA 2.4
|
||||
#define OUTPUT_GAMMA 2.2
|
||||
#endif
|
||||
|
||||
/* COMPATIBILITY
|
||||
- GLSL compilers
|
||||
*/
|
||||
|
||||
//uniform vec2 TextureSize;
|
||||
#if defined(CURVATURE)
|
||||
varying vec2 screenScale;
|
||||
#endif
|
||||
varying vec2 TEX0;
|
||||
varying float filterWidth;
|
||||
|
||||
#if defined(VERTEX)
|
||||
//uniform mat4 MVPMatrix;
|
||||
//attribute vec4 VertexCoord;
|
||||
//attribute vec2 TexCoord;
|
||||
//uniform vec2 InputSize;
|
||||
//uniform vec2 OutputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
#if defined(CURVATURE)
|
||||
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
|
||||
#endif
|
||||
filterWidth = (768.0 / 256.0) / 3.0;
|
||||
TEX0 = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y)*1.0001;
|
||||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||
}
|
||||
#elif defined(FRAGMENT)
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
#if defined(CURVATURE)
|
||||
vec2 Distort(vec2 coord)
|
||||
{
|
||||
vec2 CURVATURE_DISTORTION = vec2(CURVATURE_X, CURVATURE_Y);
|
||||
// Barrel distortion shrinks the display area a bit, this will allow us to counteract that.
|
||||
vec2 barrelScale = 1.0 - (0.23 * CURVATURE_DISTORTION);
|
||||
coord *= screenScale;
|
||||
coord -= vec2(0.5);
|
||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||
coord += coord * (CURVATURE_DISTORTION * rsq);
|
||||
coord *= barrelScale;
|
||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5)
|
||||
coord = vec2(-1.0); // If out of bounds, return an invalid value.
|
||||
else
|
||||
{
|
||||
coord += vec2(0.5);
|
||||
coord /= screenScale;
|
||||
}
|
||||
|
||||
return coord;
|
||||
}
|
||||
#endif
|
||||
|
||||
float CalcScanLineWeight(float dist)
|
||||
{
|
||||
return max(1.0-dist*dist*SCANLINE_WEIGHT, SCANLINE_GAP_BRIGHTNESS);
|
||||
}
|
||||
|
||||
float CalcScanLine(float dy)
|
||||
{
|
||||
float scanLineWeight = CalcScanLineWeight(dy);
|
||||
#if defined(MULTISAMPLE)
|
||||
scanLineWeight += CalcScanLineWeight(dy-filterWidth);
|
||||
scanLineWeight += CalcScanLineWeight(dy+filterWidth);
|
||||
scanLineWeight *= 0.3333333;
|
||||
#endif
|
||||
return scanLineWeight;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 TextureSize = vec2(320.0, 256.0);
|
||||
#if defined(CURVATURE)
|
||||
vec2 texcoord = Distort(TEX0);
|
||||
if (texcoord.x < 0.0)
|
||||
gl_FragColor = vec4(0.0);
|
||||
else
|
||||
#else
|
||||
vec2 texcoord = TEX0;
|
||||
#endif
|
||||
{
|
||||
vec2 texcoordInPixels = texcoord * TextureSize;
|
||||
#if defined(SHARPER)
|
||||
vec2 tempCoord = floor(texcoordInPixels) + 0.5;
|
||||
vec2 coord = tempCoord / TextureSize;
|
||||
vec2 deltas = texcoordInPixels - tempCoord;
|
||||
float scanLineWeight = CalcScanLine(deltas.y);
|
||||
vec2 signs = sign(deltas);
|
||||
deltas.x *= 2.0;
|
||||
deltas = deltas * deltas;
|
||||
deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
|
||||
deltas /= TextureSize;
|
||||
deltas *= signs;
|
||||
vec2 tc = coord + deltas;
|
||||
#else
|
||||
float tempY = floor(texcoordInPixels.y) + 0.5;
|
||||
float yCoord = tempY / TextureSize.y;
|
||||
float dy = texcoordInPixels.y - tempY;
|
||||
float scanLineWeight = CalcScanLine(dy);
|
||||
float signY = sign(dy);
|
||||
dy = dy * dy;
|
||||
dy = dy * dy;
|
||||
dy *= 8.0;
|
||||
dy /= TextureSize.y;
|
||||
dy *= signY;
|
||||
vec2 tc = vec2(texcoord.x, yCoord + dy);
|
||||
#endif
|
||||
|
||||
vec3 colour = texture2D(Texture, tc).rgb;
|
||||
|
||||
#if defined(SCANLINES)
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = colour * colour;
|
||||
#else
|
||||
colour = pow(colour, vec3(INPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
scanLineWeight *= BLOOM_FACTOR;
|
||||
colour *= scanLineWeight;
|
||||
|
||||
#if defined(GAMMA)
|
||||
#if defined(FAKE_GAMMA)
|
||||
colour = sqrt(colour);
|
||||
#else
|
||||
colour = pow(colour, vec3(1.0/OUTPUT_GAMMA));
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#if MASK_TYPE == 0
|
||||
gl_FragColor = vec4(colour, 1.0);
|
||||
#else
|
||||
#if MASK_TYPE == 1
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.5);
|
||||
vec3 mask;
|
||||
if (whichMask < 0.5)
|
||||
mask = vec3(MASK_BRIGHTNESS, 1.0, MASK_BRIGHTNESS);
|
||||
else
|
||||
mask = vec3(1.0, MASK_BRIGHTNESS, 1.0);
|
||||
#elif MASK_TYPE == 2
|
||||
float whichMask = fract((gl_FragCoord.x*1.0001) * 0.3333333);
|
||||
vec3 mask = vec3(MASK_BRIGHTNESS, MASK_BRIGHTNESS, MASK_BRIGHTNESS);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
#endif
|
||||
|
||||
gl_FragColor = vec4(colour * mask, 1.0);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,152 @@
|
||||
#version 450
|
||||
|
||||
// Vulkan GLSL fragment shader — CRT-Pi PostFX
|
||||
// Algoritmo de scanlines continuas con pesos gaussianos, bloom y máscara de fósforo.
|
||||
// Basado en el shader CRT-Pi original (GLSL 3.3), portado a GLSL 4.50 con parámetros uniformes.
|
||||
//
|
||||
// Compile: glslc -fshader-stage=frag --target-env=vulkan1.0 crtpi_frag.glsl -o crtpi_frag.spv
|
||||
// xxd -i crtpi_frag.spv > ../../source/core/rendering/sdl3gpu/crtpi_frag_spv.h
|
||||
|
||||
layout(location = 0) in vec2 v_uv;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2D Texture;
|
||||
|
||||
layout(set = 3, binding = 0) uniform CrtPiBlock {
|
||||
// vec4 #0
|
||||
float scanline_weight; // Ajuste gaussiano de scanlines (default 6.0)
|
||||
float scanline_gap_brightness; // Brillo mínimo entre scanlines (default 0.12)
|
||||
float bloom_factor; // Factor de brillo en zonas iluminadas (default 3.5)
|
||||
float input_gamma; // Gamma de entrada — linealización (default 2.4)
|
||||
// vec4 #1
|
||||
float output_gamma; // Gamma de salida — codificación (default 2.2)
|
||||
float mask_brightness; // Brillo sub-píxeles de la máscara (default 0.80)
|
||||
float curvature_x; // Distorsión barrel eje X (default 0.05)
|
||||
float curvature_y; // Distorsión barrel eje Y (default 0.10)
|
||||
// vec4 #2
|
||||
int mask_type; // 0=ninguna, 1=verde/magenta, 2=RGB fósforo
|
||||
int enable_scanlines; // 0 = off, 1 = on
|
||||
int enable_multisample; // 0 = off, 1 = on (antialiasing analítico de scanlines)
|
||||
int enable_gamma; // 0 = off, 1 = on
|
||||
// vec4 #3
|
||||
int enable_curvature; // 0 = off, 1 = on
|
||||
int enable_sharper; // 0 = off, 1 = on
|
||||
float texture_width; // Ancho del canvas lógico en píxeles
|
||||
float texture_height; // Alto del canvas lógico en píxeles
|
||||
} u;
|
||||
|
||||
// Distorsión barrel CRT
|
||||
vec2 distort(vec2 coord, vec2 screen_scale) {
|
||||
vec2 curvature = vec2(u.curvature_x, u.curvature_y);
|
||||
vec2 barrel_scale = 1.0 - (0.23 * curvature);
|
||||
coord *= screen_scale;
|
||||
coord -= vec2(0.5);
|
||||
float rsq = coord.x * coord.x + coord.y * coord.y;
|
||||
coord += coord * (curvature * rsq);
|
||||
coord *= barrel_scale;
|
||||
if (abs(coord.x) >= 0.5 || abs(coord.y) >= 0.5) {
|
||||
return vec2(-1.0); // fuera de pantalla
|
||||
}
|
||||
coord += vec2(0.5);
|
||||
coord /= screen_scale;
|
||||
return coord;
|
||||
}
|
||||
|
||||
float calcScanLineWeight(float dist) {
|
||||
return max(1.0 - dist * dist * u.scanline_weight, u.scanline_gap_brightness);
|
||||
}
|
||||
|
||||
float calcScanLine(float dy, float filter_width) {
|
||||
float weight = calcScanLineWeight(dy);
|
||||
if (u.enable_multisample != 0) {
|
||||
weight += calcScanLineWeight(dy - filter_width);
|
||||
weight += calcScanLineWeight(dy + filter_width);
|
||||
weight *= 0.3333333;
|
||||
}
|
||||
return weight;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 tex_size = vec2(u.texture_width, u.texture_height);
|
||||
|
||||
// filterWidth: equivalente al original (768.0 / TextureSize.y) / 3.0
|
||||
float filter_width = (768.0 / u.texture_height) / 3.0;
|
||||
|
||||
vec2 texcoord = v_uv;
|
||||
|
||||
// Curvatura barrel opcional
|
||||
if (u.enable_curvature != 0) {
|
||||
texcoord = distort(texcoord, vec2(1.0, 1.0));
|
||||
if (texcoord.x < 0.0) {
|
||||
out_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
vec2 texcoord_in_pixels = texcoord * tex_size;
|
||||
vec2 tc;
|
||||
float scan_line_weight;
|
||||
|
||||
if (u.enable_sharper != 0) {
|
||||
// Modo SHARPER: filtrado bicúbico-like con subpixel sharpen
|
||||
vec2 temp_coord = floor(texcoord_in_pixels) + 0.5;
|
||||
tc = temp_coord / tex_size;
|
||||
vec2 deltas = texcoord_in_pixels - temp_coord;
|
||||
scan_line_weight = calcScanLine(deltas.y, filter_width);
|
||||
vec2 signs = sign(deltas);
|
||||
deltas.x *= 2.0;
|
||||
deltas = deltas * deltas;
|
||||
deltas.y = deltas.y * deltas.y;
|
||||
deltas.x *= 0.5;
|
||||
deltas.y *= 8.0;
|
||||
deltas /= tex_size;
|
||||
deltas *= signs;
|
||||
tc = tc + deltas;
|
||||
} else {
|
||||
// Modo estándar
|
||||
float temp_y = floor(texcoord_in_pixels.y) + 0.5;
|
||||
float y_coord = temp_y / tex_size.y;
|
||||
float dy = texcoord_in_pixels.y - temp_y;
|
||||
scan_line_weight = calcScanLine(dy, filter_width);
|
||||
float sign_y = sign(dy);
|
||||
dy = dy * dy;
|
||||
dy = dy * dy;
|
||||
dy *= 8.0;
|
||||
dy /= tex_size.y;
|
||||
dy *= sign_y;
|
||||
tc = vec2(texcoord.x, y_coord + dy);
|
||||
}
|
||||
|
||||
vec3 colour = texture(Texture, tc).rgb;
|
||||
|
||||
if (u.enable_scanlines != 0) {
|
||||
if (u.enable_gamma != 0) {
|
||||
colour = pow(colour, vec3(u.input_gamma));
|
||||
}
|
||||
colour *= scan_line_weight * u.bloom_factor;
|
||||
if (u.enable_gamma != 0) {
|
||||
colour = pow(colour, vec3(1.0 / u.output_gamma));
|
||||
}
|
||||
}
|
||||
|
||||
// Máscara de fósforo
|
||||
if (u.mask_type == 1) {
|
||||
float which_mask = fract(gl_FragCoord.x * 0.5);
|
||||
vec3 mask = (which_mask < 0.5)
|
||||
? vec3(u.mask_brightness, 1.0, u.mask_brightness)
|
||||
: vec3(1.0, u.mask_brightness, 1.0);
|
||||
colour *= mask;
|
||||
} else if (u.mask_type == 2) {
|
||||
float which_mask = fract(gl_FragCoord.x * 0.3333333);
|
||||
vec3 mask = vec3(u.mask_brightness);
|
||||
if (which_mask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (which_mask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
colour *= mask;
|
||||
}
|
||||
|
||||
out_color = vec4(colour, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,171 @@
|
||||
#version 450
|
||||
|
||||
// Vulkan GLSL fragment shader — PostFX effects
|
||||
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
|
||||
// Compile: glslc postfx.frag -o postfx.frag.spv
|
||||
// xxd -i postfx.frag.spv > ../../source/core/rendering/sdl3gpu/postfx_frag_spv.h
|
||||
//
|
||||
// PostFXUniforms must match exactly the C++ struct in sdl3gpu_shader.hpp
|
||||
// (16 floats = 4 × vec4 = 64 bytes, std140/scalar layout).
|
||||
// IMPORTANT: Qualsevol canvi ací cal replicar-lo a mà a
|
||||
// source/core/rendering/sdl3gpu/msl/postfx_frag.msl.h (no hi ha generador).
|
||||
|
||||
layout(location = 0) in vec2 v_uv;
|
||||
layout(location = 0) out vec4 out_color;
|
||||
|
||||
layout(set = 2, binding = 0) uniform sampler2D scene;
|
||||
|
||||
layout(set = 3, binding = 0) uniform PostFXUniforms {
|
||||
float vignette_strength;
|
||||
float chroma_min; // intensitat mínima de l'aberració cromàtica
|
||||
float scanline_strength;
|
||||
float screen_height;
|
||||
float mask_strength;
|
||||
float gamma_strength;
|
||||
float curvature;
|
||||
float bleeding;
|
||||
float pixel_scale; // physical pixels per logical pixel (vh / tex_height_)
|
||||
float time; // seconds since SDL init
|
||||
float flicker; // 0 = off, 1 = phosphor flicker ~50 Hz
|
||||
float chroma_max; // intensitat màxima; si == chroma_min → chroma estàtic
|
||||
// vec4 #3 — paràmetres de scanlines (exposats per preset YAML)
|
||||
float scan_dark_ratio; // fracció de subfila fosca per fila lògica (1/3 ≈ 0.333)
|
||||
float scan_dark_floor; // multiplicador de brillantor de la subfila fosca
|
||||
float scan_edge_soft; // 0 = step dur; 1 = suavitzat d'1 píxel físic (estil crtpi)
|
||||
float pad3; // padding per tancar a 64 bytes (4 × vec4)
|
||||
} u;
|
||||
|
||||
// Mostreig bilinear horitzontal d'un canal RGB. Evita el "tic-tac" del sampler
|
||||
// NEAREST quan l'offset de chroma és subpíxel: sense interpolar, l'offset
|
||||
// arrodonia entre 1 i 2 píxels i el drift temporal feia un parpelleig discret.
|
||||
float sampleBilinearX(vec2 uv_target, int channel) {
|
||||
vec2 tex_size = vec2(textureSize(scene, 0));
|
||||
float px = uv_target.x * tex_size.x - 0.5;
|
||||
float p_floor = floor(px);
|
||||
float f = px - p_floor;
|
||||
vec4 c0 = texture(scene, vec2((p_floor + 0.5) / tex_size.x, uv_target.y));
|
||||
vec4 c1 = texture(scene, vec2((p_floor + 1.5) / tex_size.x, uv_target.y));
|
||||
return mix(c0[channel], c1[channel], f);
|
||||
}
|
||||
|
||||
// YCbCr helpers for NTSC bleeding
|
||||
vec3 rgb_to_ycc(vec3 rgb) {
|
||||
return vec3(
|
||||
0.299*rgb.r + 0.587*rgb.g + 0.114*rgb.b,
|
||||
-0.169*rgb.r - 0.331*rgb.g + 0.500*rgb.b + 0.5,
|
||||
0.500*rgb.r - 0.419*rgb.g - 0.081*rgb.b + 0.5
|
||||
);
|
||||
}
|
||||
vec3 ycc_to_rgb(vec3 ycc) {
|
||||
float y = ycc.x;
|
||||
float cb = ycc.y - 0.5;
|
||||
float cr = ycc.z - 0.5;
|
||||
return clamp(vec3(
|
||||
y + 1.402*cr,
|
||||
y - 0.344*cb - 0.714*cr,
|
||||
y + 1.772*cb
|
||||
), 0.0, 1.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 uv = v_uv;
|
||||
|
||||
// Curvatura barrel CRT
|
||||
if (u.curvature > 0.0) {
|
||||
vec2 c = uv - 0.5;
|
||||
float rsq = dot(c, c);
|
||||
vec2 dist = vec2(0.05, 0.1) * u.curvature;
|
||||
vec2 barrelScale = vec2(1.0) - 0.23 * dist;
|
||||
c += c * (dist * rsq);
|
||||
c *= barrelScale;
|
||||
if (abs(c.x) >= 0.5 || abs(c.y) >= 0.5) {
|
||||
out_color = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
uv = c + 0.5;
|
||||
}
|
||||
|
||||
// Muestra base
|
||||
vec3 base = texture(scene, uv).rgb;
|
||||
|
||||
// Sangrado NTSC — difuminado horizontal de crominancia.
|
||||
// step = 1 pixel lógico de juego en UV.
|
||||
vec3 colour;
|
||||
if (u.bleeding > 0.0) {
|
||||
float tw = float(textureSize(scene, 0).x);
|
||||
float step = 1.0 / tw; // 1 pixel lógico en UV
|
||||
vec3 ycc = rgb_to_ycc(base);
|
||||
vec3 ycc_l2 = rgb_to_ycc(texture(scene, uv - vec2(2.0*step, 0.0)).rgb);
|
||||
vec3 ycc_l1 = rgb_to_ycc(texture(scene, uv - vec2(1.0*step, 0.0)).rgb);
|
||||
vec3 ycc_r1 = rgb_to_ycc(texture(scene, uv + vec2(1.0*step, 0.0)).rgb);
|
||||
vec3 ycc_r2 = rgb_to_ycc(texture(scene, uv + vec2(2.0*step, 0.0)).rgb);
|
||||
ycc.yz = (ycc_l2.yz + ycc_l1.yz*2.0 + ycc.yz*2.0 + ycc_r1.yz*2.0 + ycc_r2.yz) / 8.0;
|
||||
colour = mix(base, ycc_to_rgb(ycc), u.bleeding);
|
||||
} else {
|
||||
colour = base;
|
||||
}
|
||||
|
||||
// Aberración cromática — intensitat varia entre chroma_min i chroma_max amb
|
||||
// una sinusoidal (si min == max, queda estàtica). Mostreig bilinear horitzontal
|
||||
// per evitar el "tic-tac" del NEAREST sampler quan l'offset és subpíxel.
|
||||
if (u.chroma_min > 0.0 || u.chroma_max > 0.0) {
|
||||
float ca = mix(u.chroma_min, u.chroma_max, 0.5 + 0.5 * sin(u.time * 7.3)) * 0.005;
|
||||
colour.r = sampleBilinearX(uv + vec2(ca, 0.0), 0);
|
||||
colour.b = sampleBilinearX(uv - vec2(ca, 0.0), 2);
|
||||
}
|
||||
|
||||
// Corrección gamma (linealizar antes de scanlines, codificar después)
|
||||
if (u.gamma_strength > 0.0) {
|
||||
vec3 lin = pow(colour, vec3(2.4));
|
||||
colour = mix(colour, lin, u.gamma_strength);
|
||||
}
|
||||
|
||||
// Scanlines — tècnica dels 3 subpíxels verticals per píxel lògic (aee/projecte_2026):
|
||||
// franja fosca ocupant `scan_dark_ratio` al final de cada fila lògica. La transició es
|
||||
// suavitza amb smoothstep d'ample ≈ 1 píxel físic (estil crtpi: filtratge analític
|
||||
// continu), controlat per `scan_edge_soft`. A 0 és equivalent al step dur antic.
|
||||
if (u.scanline_strength > 0.0) {
|
||||
float ps = max(u.pixel_scale, 1.0);
|
||||
float sub = fract(uv.y * u.screen_height); // [0,1) dins la fila lògica
|
||||
float dark_center = 1.0 - u.scan_dark_ratio * 0.5; // centre de la franja fosca
|
||||
float d = abs(sub - dark_center);
|
||||
d = min(d, 1.0 - d); // wrap a la fila següent
|
||||
float half_width = u.scan_dark_ratio * 0.5;
|
||||
float softness = u.scan_edge_soft * 0.5 / ps; // mig píxel físic a cada costat
|
||||
float band = 1.0 - smoothstep(half_width - softness, half_width + softness, d);
|
||||
float scan = mix(1.0, u.scan_dark_floor, band);
|
||||
colour *= mix(1.0, scan, u.scanline_strength);
|
||||
}
|
||||
|
||||
if (u.gamma_strength > 0.0) {
|
||||
vec3 enc = pow(colour, vec3(1.0 / 2.2));
|
||||
colour = mix(colour, enc, u.gamma_strength);
|
||||
}
|
||||
|
||||
// Viñeta
|
||||
vec2 d = uv - 0.5;
|
||||
float vignette = 1.0 - dot(d, d) * u.vignette_strength;
|
||||
colour *= clamp(vignette, 0.0, 1.0);
|
||||
|
||||
// Máscara de fósforo RGB — después de scanlines (orden original):
|
||||
// filas brillantes saturadas → máscara invisible, filas oscuras → RGB visible.
|
||||
if (u.mask_strength > 0.0) {
|
||||
float whichMask = fract(gl_FragCoord.x * 0.3333333);
|
||||
vec3 mask = vec3(0.80);
|
||||
if (whichMask < 0.3333333)
|
||||
mask.x = 1.0;
|
||||
else if (whichMask < 0.6666666)
|
||||
mask.y = 1.0;
|
||||
else
|
||||
mask.z = 1.0;
|
||||
colour = mix(colour, colour * mask, u.mask_strength);
|
||||
}
|
||||
|
||||
// Parpadeo de fósforo CRT (~50 Hz)
|
||||
if (u.flicker > 0.0) {
|
||||
float flicker_wave = sin(u.time * 100.0) * 0.5 + 0.5;
|
||||
colour *= 1.0 - u.flicker * 0.04 * flicker_wave;
|
||||
}
|
||||
|
||||
out_color = vec4(colour, 1.0);
|
||||
}
|
||||
@@ -0,0 +1,24 @@
|
||||
#version 450
|
||||
|
||||
// Vulkan GLSL vertex shader — postfx full-screen triangle
|
||||
// Used for SDL3 GPU API (SPIR-V path, Win/Linux).
|
||||
// Compile: glslc postfx.vert -o postfx.vert.spv
|
||||
// xxd -i postfx.vert.spv > ../../source/core/rendering/sdl3gpu/postfx_vert_spv.h
|
||||
|
||||
layout(location = 0) out vec2 v_uv;
|
||||
|
||||
void main() {
|
||||
// Full-screen triangle (no vertex buffer needed)
|
||||
const vec2 positions[3] = vec2[3](
|
||||
vec2(-1.0, -1.0),
|
||||
vec2( 3.0, -1.0),
|
||||
vec2(-1.0, 3.0)
|
||||
);
|
||||
const vec2 uvs[3] = vec2[3](
|
||||
vec2(0.0, 1.0),
|
||||
vec2(2.0, 1.0),
|
||||
vec2(0.0,-1.0)
|
||||
);
|
||||
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
||||
v_uv = uvs[gl_VertexIndex];
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
# Directrices de Desarrollo - Coffee Crisis Arcade Edition
|
||||
|
||||
## Directrices Principales Confirmadas
|
||||
|
||||
### 1. **Sistema Temporal**
|
||||
- **TODO migrado de frame based a time based**
|
||||
- **Delta time en segundos (float)**
|
||||
- **Unidades de tiempo: SOLO segundos** (no frames, no milisegundos)
|
||||
|
||||
### 2. **Contadores y Timers**
|
||||
- **CRECIENTES**: para sistemas con múltiples eventos temporales (timeline)
|
||||
- Patrón: `elapsed_time += deltaTime; if (elapsed_time >= EVENT_TIME) { /* acción */ }`
|
||||
- **DECRECIENTES**: para contadores con diferentes valores de inicialización
|
||||
- Patrón: `timer -= deltaTime; if (timer <= 0.0f) { /* acción */ timer = DURATION; }`
|
||||
|
||||
### 3. **Números Mágicos**
|
||||
- **Definidos en constantes**
|
||||
- **Preferencia**: cabecera de la clase
|
||||
- **Excepción**: si es algo local a un método específico
|
||||
|
||||
## Problemas Pendientes de Reparación (game.cpp)
|
||||
|
||||
### ❌ PENDIENTES
|
||||
1. **param.fade.post_duration_ms verification** (líneas 89, 1671)
|
||||
2. **setRotateSpeed verification** (línea 797)
|
||||
3. **TOTAL_DEMO_DATA - 200 magic number** (línea 1669)
|
||||
4. **Comprehensive magic number search** - Buscar 100, 150, 200, 250, 300, 400, 500, 1000
|
||||
|
||||
### 4. **Velocidades y Aceleraciones**
|
||||
- **Velocidades**: pixels/segundo
|
||||
- **Aceleraciones**: pixels/segundo²
|
||||
|
||||
### 5. **Documentación de Conversiones**
|
||||
- **Comentarios explicativos** en cambios críticos de timing
|
||||
- Documentar conversiones frame→tiempo en el código
|
||||
|
||||
### 6. **Patrón de Constantes**
|
||||
- Crear constantes para valores repetidos (evitar duplicación)
|
||||
- Nombres descriptivos para constantes de tiempo
|
||||
|
||||
---
|
||||
|
||||
**Estado**: Directrices completas confirmadas
|
||||
@@ -0,0 +1,642 @@
|
||||
# Arquitectura de **Coffee Crisis Arcade Edition**
|
||||
|
||||
> Guía de orientación para un desarrollador nuevo en el proyecto.
|
||||
>
|
||||
> Cada afirmación está anclada a código real: se cita el fichero (y, cuando
|
||||
> ayuda, la función o el número de línea) que la respalda. Donde no he
|
||||
> encontrado algo, lo digo explícitamente en lugar de inventarlo.
|
||||
>
|
||||
> **Coffee Crisis Arcade Edition** es un *shooter* arcade cooperativo de 2
|
||||
> jugadores escrito en **C++20 sobre SDL3**: los jugadores defienden el café
|
||||
> de globos gigantes. Apunta a Windows, Linux, macOS (Intel/Apple Silicon),
|
||||
> Raspberry Pi, Anbernic y web (Emscripten). Los comentarios del código están
|
||||
> en español/valenciano; este documento está en castellano.
|
||||
|
||||
---
|
||||
|
||||
## Índice
|
||||
|
||||
1. [Visión general](#1-visión-general)
|
||||
2. [Punto de entrada y bucle principal](#2-punto-de-entrada-y-bucle-principal)
|
||||
3. [Secciones y flujo de la aplicación](#3-secciones-y-flujo-de-la-aplicación)
|
||||
4. [Renderizado: de la lógica al píxel](#4-renderizado-de-la-lógica-al-píxel)
|
||||
5. [Entrada](#5-entrada)
|
||||
6. [Lógica del juego: la clase `Game`](#6-lógica-del-juego-la-clase-game)
|
||||
7. [Entidades y managers de gameplay](#7-entidades-y-managers-de-gameplay)
|
||||
8. [Modo demo y attract mode](#8-modo-demo-y-attract-mode)
|
||||
9. [Recursos](#9-recursos)
|
||||
10. [Audio](#10-audio)
|
||||
11. [Configuración, parámetros y constantes](#11-configuración-parámetros-y-constantes)
|
||||
12. [Localización](#12-localización)
|
||||
13. [Convenciones y patrones recurrentes](#13-convenciones-y-patrones-recurrentes)
|
||||
14. [Guía de navegación: "si quieres tocar X, mira Y"](#14-guía-de-navegación-si-quieres-tocar-x-mira-y)
|
||||
|
||||
---
|
||||
|
||||
## 1. Visión general
|
||||
|
||||
El árbol `source/` separa **motor** y **juego**:
|
||||
|
||||
- **`source/core/`** — motor genérico: `system` (arranque, secciones, demo,
|
||||
eventos globales), `rendering` (+ `sdl3gpu`, `sprite`), `input`, `resources`,
|
||||
`audio`, `locale`.
|
||||
- **`source/game/`** — el juego concreto: `scenes` (las secciones), `gameplay`
|
||||
(managers), `entities` (jugador, globos, balas, ítems…), `ui`, y `options`.
|
||||
- **`source/utils/`** — `color`, `param`, `utils`, `defines`.
|
||||
- **`source/external/`** — vendorizado: `nlohmann/json`, `fkyaml`, `stb_image`,
|
||||
`stb_vorbis`.
|
||||
|
||||
Los `#include` son **absolutos respecto a `source/`** (p.ej.
|
||||
`#include "core/audio/audio.hpp"`); CMake añade un único `-I.../source`
|
||||
(ver `CLAUDE.md`). ~150 ficheros C++, ~32.000 líneas.
|
||||
|
||||
**Cuatro ideas-fuerza que conviene interiorizar:**
|
||||
|
||||
1. **El flujo de la aplicación se conduce con una variable global**
|
||||
(`Section::name`), no con objetos de transición. El `Director` reacciona a
|
||||
sus cambios (§3).
|
||||
2. **El render usa texturas GPU vía `SDL_Renderer`** dibujadas sobre una
|
||||
*render-target texture*, con post-procesado opcional vía un backend SDL3
|
||||
GPU. No es un blitter de software (§4).
|
||||
3. **El gameplay se organiza con managers/pools** (`BalloonManager`,
|
||||
`BulletManager`, `StageManager`) coordinados por una clase `Game` muy grande
|
||||
(§6, §7).
|
||||
4. **Sí hay modo demo** (*attract mode*): es **reproducción de input grabado**,
|
||||
no IA (§8).
|
||||
|
||||
```mermaid
|
||||
graph TD
|
||||
SDL[SDL3 callbacks · main.cpp] --> DIR[Director]
|
||||
DIR -->|lee Section::name| ST{handleSectionTransition}
|
||||
ST --> SEC["Section activa (Logo/Intro/Title/Game/…)"]
|
||||
DIR --> GE[GlobalEvents] --> INP[Input] & SVC[ServiceMenu]
|
||||
SEC --> GAME[Game]
|
||||
GAME --> BM[BalloonManager] & BLM[BulletManager] & STG[StageManager]
|
||||
GAME --> PL[Players] -->|Input::Action| INP
|
||||
GAME --> DEMO["Demo (playback de input grabado)"] -.->|setInput| PL
|
||||
GAME -->|SDL_RenderTexture| CV["game_canvas_ (render target)"]
|
||||
CV -->|RenderReadPixels → uploadPixels| SB[ShaderBackend SDL3 GPU] --> WIN[Ventana]
|
||||
RES["Resource / Asset"] -.-> GAME & SEC
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 2. Punto de entrada y bucle principal
|
||||
|
||||
### 2.1. SDL conduce el bucle (callbacks)
|
||||
|
||||
`source/main.cpp` define `SDL_MAIN_USE_CALLBACKS`: no hay `while` propio. SDL
|
||||
llama a cuatro funciones, todas delegando en el `Director`:
|
||||
|
||||
```cpp
|
||||
SDL_AppInit → *appstate = new Director(argc, argv); // main.cpp:15
|
||||
SDL_AppIterate→ Director::iterate(); // un frame
|
||||
SDL_AppEvent → Director::handleEvent(event); // un evento
|
||||
SDL_AppQuit → delete Director;
|
||||
```
|
||||
|
||||
### 2.2. El `Director`
|
||||
|
||||
`source/core/system/director.{hpp,cpp}` es el orquestador. Mantiene **un
|
||||
`unique_ptr` por cada sección** (`preload_`, `logo_`, `intro_`, `title_`,
|
||||
`game_`, …) de los que **solo uno está vivo** a la vez (`director.hpp:60`).
|
||||
|
||||
**Constructor (`director.cpp:82`)**: fija la semilla aleatoria, crea la carpeta
|
||||
de sistema (`jailgames/coffee_crisis_arcade_edition`), decide la sección
|
||||
inicial según el build (`RECORDING` → GAME; `_DEBUG` → lee `debug.yaml`; Release
|
||||
→ LOGO) y llama a `init()`.
|
||||
|
||||
**`init()` (`director.cpp:131`)** inicializa en orden: `Asset` (índice de
|
||||
ficheros), sistema de recursos (`resources.pack`, con/ sin *fallback* a disco
|
||||
según build), `Input`, `Options` (config.yaml, controllers.json, presets de
|
||||
shaders), parámetros y *scores*, `Lang`, `Screen`, `Audio` y `Resource`.
|
||||
|
||||
### 2.3. Arranque NO bloqueante (PRELOAD incremental)
|
||||
|
||||
Un detalle importante: si el modo de carga es `PRELOAD`, **no se cargan todos
|
||||
los recursos de golpe**. `init()` redirige el arranque a la sección `PRELOAD`
|
||||
guardando el destino real en `Section::post_preload` (`director.cpp:191`):
|
||||
|
||||
```cpp
|
||||
Section::post_preload = Section::name; // destino real
|
||||
Section::name = Section::Name::PRELOAD; // mientras tanto, barra de progreso
|
||||
Resource::get()->beginLoad();
|
||||
```
|
||||
|
||||
Cada frame, `Director::iterate()` (`director.cpp:489`) llama a
|
||||
`Resource::loadStep(50 /*ms*/)`: carga recursos hasta agotar un presupuesto de
|
||||
50 ms por frame, manteniendo la ventana y el bucle vivos. Cuando termina,
|
||||
`finishBoot()` inicializa lo que depende de los recursos (`ServiceMenu`,
|
||||
`Notifier`, singletons de `Screen`) y salta a `post_preload`.
|
||||
|
||||
### 2.4. Orden del frame y gestión del tiempo
|
||||
|
||||
`Director::iterate()` (`director.cpp:489`):
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant SDL
|
||||
participant Dir as Director::iterate
|
||||
participant Sec as Section activa
|
||||
SDL->>Dir: SDL_AppIterate
|
||||
alt boot_loading_
|
||||
Dir->>Dir: Resource::loadStep(50ms) → finishBoot() al terminar
|
||||
end
|
||||
Dir->>Dir: handleSectionTransition() (destruye/crea sección)
|
||||
Dir->>Sec: iterate() (la sección hace su propio update+render)
|
||||
```
|
||||
|
||||
El tiempo es **time-based**: cada sección calcula su propio `delta_time`. En
|
||||
`Game` es `calculateDeltaTime()` (`game.hpp:210`), usado en todos los `update`.
|
||||
Los eventos llegan por separado vía `Director::handleEvent` →
|
||||
`GlobalEvents::handle` + reenvío a la sección activa (`director.cpp:539`).
|
||||
|
||||
### 2.5. Reinicio en caliente
|
||||
|
||||
Igual que su proyecto hermano, soporta reinicio real vía `execv`
|
||||
(`Director::relaunch()`, `director.cpp:254`): la sección `RESET` (p.ej. tras
|
||||
F10 o cambio de idioma) reemplaza el proceso por sí mismo; si no se puede
|
||||
(Emscripten, `argv` inválido), cae a un `reset()` interno que recarga recursos y
|
||||
vuelve a `LOGO`.
|
||||
|
||||
---
|
||||
|
||||
## 3. Secciones y flujo de la aplicación
|
||||
|
||||
### 3.1. Variables globales de estado
|
||||
|
||||
`source/core/system/section.hpp` define el estado del flujo como **variables
|
||||
globales `inline`** en el namespace `Section`:
|
||||
|
||||
```cpp
|
||||
inline Name name = Name::RESET; // sección a la que ir
|
||||
inline Name post_preload = Name::LOGO; // destino tras PRELOAD
|
||||
inline Options options = Options::NONE; // 1P/2P/BOTH, timeouts, etc.
|
||||
inline AttractMode attract_mode = AttractMode::TITLE_TO_DEMO;
|
||||
```
|
||||
|
||||
`Name` enumera: `RESET, PRELOAD, LOGO, INTRO, TITLE, GAME, HI_SCORE_TABLE,
|
||||
GAME_DEMO, INSTRUCTIONS, CREDITS, QUIT`. Cualquier parte del código cambia el
|
||||
flujo simplemente asignando `Section::name = ...`.
|
||||
|
||||
### 3.2. La transición de secciones
|
||||
|
||||
`Director::handleSectionTransition()` (`director.cpp:390`) se ejecuta cada
|
||||
frame:
|
||||
|
||||
- Si `Section::name == RESET`: intenta `relaunch()`; si vuelve, hace el reset
|
||||
interno.
|
||||
- Si `Section::name == last_built_section_name_`: no hace nada (ya está viva).
|
||||
- Si cambió: `resetActiveSection()` (libera todos los `unique_ptr`) y un
|
||||
`switch` construye la nueva sección. Para `GAME` traduce `Section::options`
|
||||
a `Player::Id` (1P/2P/BOTH); para `GAME_DEMO` construye `Game(..., DEMO_ON)`
|
||||
con jugador aleatorio (`director.cpp:448`).
|
||||
|
||||
Cada sección (`source/game/scenes/`) es autónoma y expone `iterate()` +
|
||||
`handleEvent()`. `Director::iterate` despacha al puntero vivo con una cadena de
|
||||
`if/else if` (`director.cpp:517`).
|
||||
|
||||
```mermaid
|
||||
graph LR
|
||||
RESET --> PRELOAD --> LOGO --> INTRO --> TITLE
|
||||
TITLE -->|jugar| GAME --> HI_SCORE_TABLE --> TITLE
|
||||
TITLE -->|timeout / attract| GAME_DEMO --> TITLE
|
||||
TITLE -->|attract alterno| LOGO
|
||||
TITLE --> INSTRUCTIONS & CREDITS
|
||||
```
|
||||
|
||||
### 3.3. Attract mode
|
||||
|
||||
El *attract mode* alterna entre mostrar la demo y volver al logo. En
|
||||
`title.cpp:51` el Title, al construirse, mira `Section::attract_mode` y fija su
|
||||
`next_section_` (a `GAME_DEMO` o `LOGO`), **invirtiendo el modo** para la
|
||||
próxima vez. Cuando el Title agota su *timeout* sin input, salta a esa sección
|
||||
(ver §8).
|
||||
|
||||
---
|
||||
|
||||
## 4. Renderizado: de la lógica al píxel
|
||||
|
||||
A diferencia de un blitter de software, aquí **los sprites son texturas GPU**
|
||||
compuestas por `SDL_Renderer`, y el post-procesado se hace en un backend SDL3
|
||||
GPU.
|
||||
|
||||
### 4.1. `Texture` y la jerarquía de sprites
|
||||
|
||||
- `source/core/rendering/texture.hpp` — `Texture` envuelve un `SDL_Texture*`,
|
||||
con `loadFromFile`, `createBlank`, `setAsRenderTarget` y un `render(x, y,
|
||||
clip, zoom, angle, …)`. Es la unidad de dibujo.
|
||||
- `source/core/rendering/sprite/` — jerarquía sobre `Sprite`
|
||||
(`sprite.hpp:13`), que guarda **varias texturas** (`textures_`), un
|
||||
`sprite_clip_` y posición/zoom:
|
||||
- `AnimatedSprite` — animación por fotogramas (clip que avanza).
|
||||
- `MovingSprite` — con velocidad.
|
||||
- `PathSprite` — sigue rutas precalculadas (`Path`).
|
||||
- `SmartSprite` — sprite con lógica propia (p.ej. el café que salta al ser
|
||||
golpeado).
|
||||
- `CardSprite` — variante para "cartas"/paneles.
|
||||
|
||||
El `Player`, por ejemplo, compone un `AnimatedSprite player_sprite_` y un
|
||||
`power_sprite_` para el aura (`player.hpp:250`).
|
||||
|
||||
### 4.2. Dos render-targets
|
||||
|
||||
Hay **dos texturas de destino** encadenadas:
|
||||
|
||||
1. **`Game::canvas_`** — textura de la *zona de juego*. `Game::fillCanvas()`
|
||||
(`game.cpp`) fija el render-target a `canvas_` y dibuja, **en este orden**:
|
||||
`background → smart_sprites → items → balloons → tabe → players → bullets →
|
||||
path_sprites`. Ese orden es el z-order del playfield.
|
||||
|
||||
2. **`Screen::game_canvas_`** — textura de *pantalla completa* (ARGB8888 a la
|
||||
resolución de juego; `screen.cpp:92`, `SDL_TEXTUREACCESS_TARGET`).
|
||||
`Game::render()` hace `screen_->start()` (que pone el target en
|
||||
`game_canvas_`), copia `canvas_` sobre él, y encima dibuja **scoreboard** y
|
||||
los **fades** de entrada/salida; finalmente `screen_->render()`.
|
||||
|
||||
### 4.3. Post-procesado y presentación
|
||||
|
||||
`Screen::renderPresent()` (`screen.cpp:156`) decide cómo llega a la ventana:
|
||||
|
||||
- **Con backend GPU acelerado**: lee los píxeles de `game_canvas_` con
|
||||
`SDL_RenderReadPixels` a un `pixel_buffer_` CPU, los sube al backend
|
||||
(`shader_backend_->uploadPixels(...)`) y este los renderiza con el shader
|
||||
activo (`shader_backend_->render()`).
|
||||
- **Sin backend** (fallback): vuelca `game_canvas_` directamente a la ventana
|
||||
con `SDL_RenderTexture`.
|
||||
|
||||
El backend vive en `source/core/rendering/sdl3gpu/` (SDL3 GPU API; shaders
|
||||
SPIR-V compilados offline desde GLSL en `data/shaders/`, embebidos en cabeceras
|
||||
`spv/`/`msl/`). Hay dos shaders seleccionables, **PostFX** y **CrtPi**, con
|
||||
presets en `postfx.yaml`/`crtpi.yaml` (`screen.cpp:382`). El build `NO_SHADERS`
|
||||
(Anbernic) desactiva todo el pipeline de shaders.
|
||||
|
||||
```mermaid
|
||||
graph TD
|
||||
OBJ["background, balloons, players, bullets…"] -->|SDL_RenderTexture| CANVAS["Game::canvas_ (zona de juego)"]
|
||||
CANVAS -->|copiar| GC["Screen::game_canvas_ (pantalla)"]
|
||||
SB2[scoreboard] --> GC
|
||||
FADE[fades de entrada/salida] --> GC
|
||||
GC -->|RenderReadPixels → uploadPixels| SHADER["ShaderBackend (PostFX/CrtPi)"]
|
||||
SHADER --> WIN[Ventana]
|
||||
GC -.fallback sin GPU.-> WIN
|
||||
```
|
||||
|
||||
### 4.4. Efectos de pantalla
|
||||
|
||||
`Screen` integra efectos globales sobre la presentación: **shake**
|
||||
(`ShakeEffect`, desplaza el rect), **flash** (`FlashEffect`, tinte temporal) y
|
||||
**attenuate** (atenuación) — todos definidos como structs internos en
|
||||
`screen.hpp:108`–`205`. Las transiciones entre estados usan
|
||||
`source/core/rendering/fade.*` (cuadrícula de cuadros).
|
||||
|
||||
---
|
||||
|
||||
## 5. Entrada
|
||||
|
||||
### 5.1. `Input` singleton
|
||||
|
||||
`source/core/input/input.hpp`. Centraliza teclado y mandos bajo un enum de
|
||||
**acciones** (`Input::Action`, alias de `InputAction`). El mapeo por defecto
|
||||
vive en structs:
|
||||
|
||||
- **`Keyboard`** (`input.hpp:54`): flechas = mover; **Q/W/E** = disparar
|
||||
izquierda/centro/derecha; Enter = START; F12 = SERVICE; P = PAUSE; ESC = EXIT;
|
||||
**F1–F11** = ventana/vídeo/audio/idioma/reset/info.
|
||||
- **`Gamepad`** (`input.hpp:99`): cruceta = mover; WEST/NORTH/EAST = disparar;
|
||||
START/ BACK = start/service. Cada mando es un `shared_ptr<Gamepad>` con su
|
||||
propio `bindings`, nombre y *path*.
|
||||
|
||||
La consulta principal es `checkAction(action, repeat, check_keyboard, gamepad)`
|
||||
(`input.hpp:168`). Hay además detección de ejes y triggers como botones, y
|
||||
gestión de configuraciones de mando persistidas (`gamepad_config_manager`,
|
||||
`controllers.json`).
|
||||
|
||||
### 5.2. Eventos globales y hotkeys
|
||||
|
||||
- `source/core/system/global_events.cpp` — `GlobalEvents::handle(event)` trata
|
||||
lo común a cualquier sección: `SDL_EVENT_QUIT`, *resize*, render target reset,
|
||||
hot-plug de mandos (con notificación tras `markStartupComplete`), el toggle
|
||||
del menú de servicio y el ratón.
|
||||
- `source/core/input/global_inputs.cpp` — hotkeys de sistema, despachadas con
|
||||
un mapa acción→lambda (`global_inputs.cpp:187`): fullscreen, zoom ±, audio,
|
||||
autofire, idioma (CHANGE_LANG → `Section::RESET`, reinicia), VSync, integer
|
||||
scale, info; más PostFX/shader/preset. **F10/RESET** pone `Section::name =
|
||||
RESET` (reinicio) y **ESC/EXIT** pone `QUIT`.
|
||||
|
||||
### 5.3. Cómo llega la entrada a un jugador
|
||||
|
||||
Dentro de `Game`, `checkInput()` → `handlePlayersInput()` →
|
||||
`handleNormalPlayerInput(player)` consulta `Input` y traduce a
|
||||
`player->setInput(Input::Action)` y disparos (`handleFireInput`). El `Player`
|
||||
sabe si usa teclado o un mando concreto (`uses_keyboard_`, `gamepad_`;
|
||||
`player.hpp:217`). En modo demo, esta misma vía se alimenta de datos grabados
|
||||
(§8).
|
||||
|
||||
---
|
||||
|
||||
## 6. Lógica del juego: la clase `Game`
|
||||
|
||||
`source/game/scenes/game.{hpp,cpp}` es la sección de gameplay y la clase más
|
||||
grande del proyecto. Coordina jugadores, globos, balas, ítems, fases,
|
||||
puntuación y efectos.
|
||||
|
||||
### 6.1. FSM de la partida
|
||||
|
||||
`Game::State` (`game.hpp:75`): `FADE_IN → ENTERING_PLAYER →
|
||||
SHOWING_GET_READY_MESSAGE → PLAYING → COMPLETED / GAME_OVER`. `checkState()`
|
||||
(`game.cpp`) detecta fin de juego (`stage_manager_->isGameCompleted()`) o game
|
||||
over (`allPlayersAreGameOver()`); `setState()` hace la transición.
|
||||
|
||||
### 6.2. El frame de `Game`
|
||||
|
||||
```cpp
|
||||
void Game::iterate() { // game.cpp
|
||||
const float DELTA_TIME = calculateDeltaTime();
|
||||
checkInput();
|
||||
update(DELTA_TIME);
|
||||
render();
|
||||
}
|
||||
void Game::update(float dt) {
|
||||
screen_->update(dt);
|
||||
Audio::update();
|
||||
updateDemo(dt); // no-op si no es demo
|
||||
updateGameStates(dt); // dispatch por State
|
||||
fillCanvas(); // dibuja la zona de juego en canvas_
|
||||
}
|
||||
```
|
||||
|
||||
`updateGameStates` despacha a un `updateGameState<Estado>` por cada valor de la
|
||||
FSM (`game.hpp:218`).
|
||||
|
||||
### 6.3. Sistemas que orquesta
|
||||
|
||||
`Game` posee (vía `unique_ptr`) los managers y objetos del nivel
|
||||
(`game.hpp:136`):
|
||||
|
||||
- **`StageManager`** — progresión por "poder": cada fase necesita
|
||||
`power_to_complete`; el juego se completa al acumular el poder total. También
|
||||
define umbrales de **amenaza** (`menace`) por fase. Implementa `IStageInfo`
|
||||
(`stage.hpp:51`), interfaz mínima que se inyecta a jugador y globos.
|
||||
- **`BalloonManager`** — despliega formaciones (`deployRandomFormation`),
|
||||
globos hijos al explotar uno, *power balls*, ajusta velocidad
|
||||
(`Balloon::GAME_TEMPO`) y calcula la amenaza en pantalla (§7).
|
||||
- **`BulletManager`** — pool de balas; las colisiones se resuelven con
|
||||
**callbacks** que registra `Game` (`setBalloonCollisionCallback`,
|
||||
`setTabeCollisionCallback`, `setOutOfBoundsCallback`; `bullet_manager.hpp:49`),
|
||||
manteniendo la lógica de juego dentro de `Game`.
|
||||
- **`Background`**, **`Fade` ×2**, **`Tabe`** (enemigo especial volador),
|
||||
**`Scoreboard`**, **`PauseManager`**.
|
||||
- Listas de `Item` (power-ups y puntos), `SmartSprite` y `PathSprite`.
|
||||
|
||||
### 6.4. Mecánicas destacadas
|
||||
|
||||
- **Ítems / power-ups** (`game.hpp:268`): café (toque extra),
|
||||
máquina de café (power-up), *power ball*, reloj (= **detener el tiempo**,
|
||||
`enableTimeStopItem`), e ítems de puntos. La probabilidad de soltar ítem la
|
||||
decide `dropItem()` con *odds* configurables (`Helper`, `game.hpp:100`).
|
||||
- **Sistema de amenaza** (`updateMenace`/`setMenace`): si la amenaza cae por
|
||||
debajo de un umbral, se generan más globos.
|
||||
- **Multijugador**: `players_` es un `vector<shared_ptr<Player>>` (1 o 2). Un
|
||||
`players_draw_list_` separado mantiene el z-order de dibujo
|
||||
(`buildPlayerDrawList`, `sendPlayerToBack`/`bringPlayerToFront`;
|
||||
`game.hpp:338`).
|
||||
- **Récords**: al perder con buena puntuación, el jugador entra en
|
||||
`ENTERING_NAME` (`enter_name.*`, `manage_hiscore_table.*`).
|
||||
|
||||
---
|
||||
|
||||
## 7. Entidades y managers de gameplay
|
||||
|
||||
`source/game/entities/`:
|
||||
|
||||
- **`Player`** (`player.hpp`) — la entidad más compleja. Hereda de
|
||||
`AnimatedSprite`. Tiene **tres ejes de estado** independientes:
|
||||
`walking_state_`, `firing_state_` y `playing_state_` (`player.hpp:266`). El
|
||||
disparo usa un **sistema de dos líneas**: una funcional (cooldown, `canFire`)
|
||||
y otra visual (animaciones `NORMAL→AIMING→RECOILING→THREAT_POSE`,
|
||||
`player.hpp:296`). Soporta power-up, invulnerabilidad con parpadeo, *continue*
|
||||
y entrada de nombre. Puede controlarse por teclado o por un `Gamepad`
|
||||
concreto.
|
||||
- **`Balloon`** (`balloon.hpp`) — el enemigo básico; al explotar puede crear
|
||||
globos hijos. `Balloon::GAME_TEMPO` define velocidades por progreso.
|
||||
- **`Bullet`** (`bullet.hpp`) — proyectil con tipo (UP/LEFT/RIGHT) y color
|
||||
(según power-up del jugador).
|
||||
- **`Item`** — power-ups y objetos de puntos que caen.
|
||||
- **`Explosions`** — efectos de explosión (lo posee `BalloonManager`).
|
||||
- **`Tabe`** — enemigo/objeto especial volador con su propia lógica de impacto.
|
||||
|
||||
`source/game/gameplay/` contiene los **managers y sistemas** (no entidades en
|
||||
sí): `BalloonManager`, `BulletManager`, `StageManager`, `Difficulty`,
|
||||
`Scoreboard`, `balloon_formations` (lee `formations.txt`), `cooldown`,
|
||||
`enter_name`, `manage_hiscore_table`, `game_logo`.
|
||||
|
||||
El patrón general aquí **no es un `EntityManager` polimórfico único** (como en
|
||||
el proyecto hermano), sino **managers especializados por tipo** + listas
|
||||
homogéneas en `Game`, con **callbacks** para cruzar responsabilidades sin
|
||||
acoplar (caso de `BulletManager`).
|
||||
|
||||
---
|
||||
|
||||
## 8. Modo demo y attract mode
|
||||
|
||||
> **A diferencia de muchos juegos, aquí el modo demo SÍ existe — pero NO es
|
||||
> IA.** Es **reproducción de input pregrabado**.
|
||||
|
||||
### 8.1. Formato de los datos
|
||||
|
||||
`source/core/system/demo.hpp`: cada fotograma de demo es un `DemoKeys` con seis
|
||||
banderas (`left`, `right`, `no_input`, `fire`, `fire_left`, `fire_right`). Una
|
||||
demo es un `vector<DemoKeys>` de `TOTAL_DEMO_DATA = 2000` fotogramas. Hay tres
|
||||
ficheros: `data/demo/demo{1,2,3}.bin`, leídos por `loadDemoDataFromFile`
|
||||
(`demo.cpp:11`).
|
||||
|
||||
### 8.2. Reproducción
|
||||
|
||||
Cuando `Game` se construye con `DEMO_ON` (sección `GAME_DEMO`), `initDemo()`
|
||||
(`game.cpp`) carga todas las demos del `Asset` y **asigna una a cada jugador de
|
||||
forma aleatoria** (`shuffle`), elige una fase de inicio al azar, da cafés
|
||||
aleatorios, pone los marcadores en modo `DEMO` y silencia los globos. Luego cada
|
||||
frame, `demoHandlePlayerInput()` lee el fotograma actual y lo inyecta por la
|
||||
**misma vía de input que un humano**:
|
||||
|
||||
```cpp
|
||||
// game.cpp — demoHandlePlayerInput
|
||||
const auto& demo_data = demo_data_vec.at(demo_.index % demo_data_vec.size());
|
||||
if (demo_data.left == 1) player->setInput(Input::Action::LEFT);
|
||||
else if (demo_data.right == 1) player->setInput(Input::Action::RIGHT);
|
||||
...
|
||||
if (demo_data.fire == 1) handleFireInput(player, Bullet::Type::UP);
|
||||
```
|
||||
|
||||
No hay toma de decisiones: el jugador "demo" repite exactamente las pulsaciones
|
||||
grabadas. `demoHandlePassInput()` permite **salir** con cualquier botón,
|
||||
volviendo a `TITLE` y dejando armado el siguiente attract (`TITLE_TO_DEMO`).
|
||||
|
||||
### 8.3. Attract mode
|
||||
|
||||
El Title alterna `TITLE_TO_DEMO` ↔ `TITLE_TO_LOGO` (`title.cpp:51`): tras su
|
||||
*timeout*, una vez lanza la demo y la siguiente vuelve al logo, en bucle de
|
||||
atracción típico de recreativa.
|
||||
|
||||
### 8.4. Grabación y autoplay
|
||||
|
||||
- **`#ifdef RECORDING`** (`demo.cpp:43`, `game.hpp:349`): build especial que
|
||||
arranca directamente en GAME y **graba** las pulsaciones a un `.bin` con
|
||||
`saveDemoFile`. Así se generan las demos.
|
||||
- **`autoplay`** (debug): en `_DEBUG`, `debug_config.autoplay` permite alimentar
|
||||
datos de demo a los jugadores en una partida normal (`game.hpp:354`,
|
||||
`initDemo`).
|
||||
|
||||
---
|
||||
|
||||
## 9. Recursos
|
||||
|
||||
### 9.1. `Resource` (singleton)
|
||||
|
||||
`source/core/resources/resource.hpp`. Cachea por nombre texturas, música,
|
||||
sonidos, ficheros de texto/fuentes, animaciones y **datos de demo**
|
||||
(`getDemoData`). Dos modos (`LoadingMode`):
|
||||
|
||||
- **`PRELOAD`** — carga incremental al arranque con `beginLoad()` +
|
||||
`loadStep(budget_ms)` + `renderProgress()` (la sección Preload pinta la
|
||||
barra). Es el modo por defecto.
|
||||
- **`LAZY_LOAD`** — carga bajo demanda (seleccionable vía `debug.yaml`).
|
||||
|
||||
### 9.2. `Asset` y el pack
|
||||
|
||||
`source/core/resources/asset.*` mantiene el **índice de ficheros** a partir del
|
||||
manifiesto `data/config/assets.txt` (`director.cpp:296`) y valida que no falte
|
||||
ninguno (`Asset::check()`). La lectura física pasa por
|
||||
`ResourceHelper::loadFile`, que sirve desde **`resources.pack`** y hace
|
||||
*fallback* al filesystem en builds de desarrollo (en Release nativo es estricto:
|
||||
solo el pack; `director.cpp:143`). `resource_pack.*` y `resource_loader.*`
|
||||
implementan el formato del pack y la carga.
|
||||
|
||||
Formatos: imágenes vía `stb_image` + `gif` propio; audio `.ogg` vía
|
||||
`stb_vorbis`; texto/JSON vía `nlohmann/json`; configs vía `fkyaml`.
|
||||
|
||||
---
|
||||
|
||||
## 10. Audio
|
||||
|
||||
`source/core/audio/audio.hpp` — `Audio` singleton sobre `jail_audio`
|
||||
(primer-party, no librería externa) y `audio_adapter`. API: `playMusic(name,
|
||||
loop, crossfade_ms)`, `playSound(name, Group)`, control de volumen por **grupos**
|
||||
(`Group::GAME`, `INTERFACE`, …), `pause/resume/stop`, *crossfade* y *fade out*
|
||||
(`audio.hpp:49`). `Audio::update()` se llama cada frame desde las secciones
|
||||
(p.ej. `Game::update`). El build `NO_AUDIO` compila sin audio.
|
||||
|
||||
---
|
||||
|
||||
## 11. Configuración, parámetros y constantes
|
||||
|
||||
El proyecto tiene **tres capas de configuración** que conviene no confundir:
|
||||
|
||||
1. **`Options`** (`source/game/options.hpp`) — opciones persistentes del
|
||||
usuario, agrupadas en structs (`Window`, `Video`, `Audio`, `Settings`,
|
||||
`Gamepad`, `Keyboard`) más presets de shaders (`PostFXPreset`,
|
||||
`CrtPiPreset`). Se guardan en `config.yaml` / `controllers.json` /
|
||||
`postfx.yaml` / `crtpi.yaml`. Incluye `params_preset` ∈ {`classic`,
|
||||
`arcade`, `red`} (`options.hpp:339`).
|
||||
2. **`param` / `Param`** (`source/utils/param.hpp`) — parámetros de *gameplay y
|
||||
layout* (dimensiones del juego, `play_area`, ajustes de globos, scoreboard,
|
||||
título, fades, jugador, Tabe…). Se cargan de ficheros de texto
|
||||
`param_320x240.txt` / `param_320x256.txt` / `classic.txt` con
|
||||
`loadParamsFromFile` (`director.cpp:275`). El objeto global `param` lo leen
|
||||
casi todos los subsistemas.
|
||||
3. **Otros datos de juego**: `stages.txt` (fases, lo lee `StageManager`),
|
||||
`formations.txt` (formaciones de globos), `assets.txt` (manifiesto).
|
||||
|
||||
Los **valores de fallback compilados** viven en
|
||||
`source/core/system/defaults.hpp` (y `source/utils/defines.hpp` para constantes
|
||||
base). En Debug, `debug.yaml` controla sección inicial, opciones, fase, modo de
|
||||
carga, `autoplay` e `invincibility` (`director.cpp:318`).
|
||||
|
||||
### Builds condicionales (multiplataforma)
|
||||
|
||||
El juego se adapta por *defines* (ver `CLAUDE.md`): `WINDOWS_BUILD` /
|
||||
`LINUX_BUILD` / `MACOS_BUILD`, `RELEASE_BUILD`, `MACOS_BUNDLE`, `ANBERNIC`
|
||||
(handheld), `__EMSCRIPTEN__` (web), `NO_SHADERS`, `NO_AUDIO`, `RECORDING`,
|
||||
`ARCADE`, `DEBUG`/`VERBOSE`. Aparecen sobre todo en `Director::init` y `Screen`.
|
||||
|
||||
---
|
||||
|
||||
## 12. Localización
|
||||
|
||||
`source/core/locale/lang.*` — `Lang` carga el idioma desde **JSON** en
|
||||
`data/lang/`. `Lang::setLanguage(Options::settings.language)` se llama en
|
||||
`init()` y en cada `reset()`. Cambiar idioma en caliente (F9 / `CHANGE_LANG`)
|
||||
fuerza un `Section::RESET` (reinicio del proceso) para recargarlo todo
|
||||
(`global_inputs.cpp`).
|
||||
|
||||
---
|
||||
|
||||
## 13. Convenciones y patrones recurrentes
|
||||
|
||||
- **Naming** (de `.clang-format`/`.clang-tidy`, resumido en `CLAUDE.md`):
|
||||
clases `CamelCase`, métodos `camelBack`, variables/params `snake_case`,
|
||||
miembros privados `snake_case_` (guion bajo final), constantes `UPPER_CASE`,
|
||||
namespaces `CamelCase`, valores de enum `UPPER_CASE`. clang-tidy trata los
|
||||
warnings como errores.
|
||||
- **Singletons con init/destroy manual**: `Screen`, `Resource`, `Audio`,
|
||||
`Input`, `Asset`, `ServiceMenu`, `Notifier`, `Lang`. Se crean/destruyen en
|
||||
orden explícito en `Director::init` / `shutdownSubsystems` (`director.cpp:227`)
|
||||
— no se confía en destructores estáticos.
|
||||
- **Estado de flujo por variable global** (`Section::name`): patrón central; no
|
||||
hay objetos de transición tipados.
|
||||
- **Time-based en todo**: cada sistema recibe `delta_time`; las constantes de
|
||||
tiempo se documentan como "N frames a 60fps → segundos" (p.ej.
|
||||
`game.hpp:85`).
|
||||
- **Callbacks para desacoplar**: `BulletManager` y `StageManager` reciben
|
||||
`std::function` desde `Game` para no conocer la lógica de colisión/puntuación.
|
||||
- **Interfaz mínima `IStageInfo`** (`stage_interface.hpp`): se inyecta a
|
||||
jugador y globos para que consulten amenaza/poder sin ver todo el
|
||||
`StageManager`.
|
||||
- **Managers por tipo + listas homogéneas** en `Game`, en vez de un contenedor
|
||||
de entidades polimórfico.
|
||||
- **Comentarios** en español/valenciano; muchos `#include` llevan comentario
|
||||
"// Para X" indicando qué símbolo justifican (estilo IWYU).
|
||||
- **Multiplataforma por `#ifdef`** (ver §11). Conviene leerlos al tocar
|
||||
arranque o render.
|
||||
|
||||
---
|
||||
|
||||
## 14. Guía de navegación: "si quieres tocar X, mira Y"
|
||||
|
||||
| Quiero… | Empieza por… |
|
||||
|---|---|
|
||||
| Entender el arranque | `source/core/system/director.cpp` (`init`, `iterate`) |
|
||||
| Cambiar el flujo de pantallas | `source/core/system/section.hpp` + `handleSectionTransition` |
|
||||
| Añadir/editar una pantalla | `source/game/scenes/` (crea `iterate()`+`handleEvent()`) y un `case` en `director.cpp` |
|
||||
| La barra de carga / arranque lento | `Resource::beginLoad/loadStep` + `scenes/preload.*` |
|
||||
| Cómo se dibuja todo | `Game::fillCanvas` + `Game::render` + `Screen::renderPresent` (`screen.cpp:156`) |
|
||||
| Sprites / animaciones | `source/core/rendering/sprite/` + `texture.hpp` |
|
||||
| Shaders / CRT / post-FX | `source/core/rendering/sdl3gpu/` + `data/shaders/` + `Options` presets |
|
||||
| Efectos (shake/flash/fade) | `screen.hpp` (structs) + `core/rendering/fade.*` |
|
||||
| Controles / mandos | `source/core/input/input.hpp` (`Keyboard`/`Gamepad`/`checkAction`) |
|
||||
| Hotkeys F1–F12 / reset | `source/core/input/global_inputs.cpp` |
|
||||
| Eventos globales / hot-plug | `source/core/system/global_events.cpp` |
|
||||
| Lógica de partida y estados | `source/game/scenes/game.cpp` (`updateGameState*`) |
|
||||
| Globos y formaciones | `gameplay/balloon_manager.*` + `entities/balloon.*` + `formations.txt` |
|
||||
| Balas y colisiones | `gameplay/bullet_manager.*` (callbacks) + `entities/bullet.*` |
|
||||
| Fases / progresión / dificultad | `gameplay/stage.*` (`StageManager`) + `stages.txt` + `gameplay/difficulty.*` |
|
||||
| El jugador (movimiento, disparo) | `entities/player.*` (sistema de disparo de dos líneas) |
|
||||
| Ítems y power-ups | `entities/item.*` + `Game::dropItem/createItem` |
|
||||
| Récords / entrada de nombre | `gameplay/manage_hiscore_table.*`, `gameplay/enter_name.*` |
|
||||
| **Modo demo / attract** | `core/system/demo.*`, `Game::initDemo/demoHandle*`, `scenes/title.cpp` |
|
||||
| Grabar nuevas demos | build con `RECORDING` + `Game::updateRecording` |
|
||||
| Cargar un recurso | `core/resources/resource.hpp` + `asset.*` + `assets.txt` |
|
||||
| Audio (música/SFX) | `core/audio/audio.hpp` |
|
||||
| Opciones del usuario | `game/options.hpp` (+ `config.yaml`) |
|
||||
| Parámetros de gameplay/layout | `utils/param.hpp` + `param_320x*.txt` |
|
||||
| Valores por defecto | `core/system/defaults.hpp`, `utils/defines.hpp` |
|
||||
| Idiomas | `core/locale/lang.*` + `data/lang/` |
|
||||
| Menú de servicio / notificaciones | `game/ui/service_menu.*`, `game/ui/notifier.*` |
|
||||
| Empaquetar datos | `tools/` (`pack_resources`) + `make resources.pack` |
|
||||
|
||||
---
|
||||
|
||||
*Documento generado a partir de la lectura directa del código en el commit
|
||||
actual de la rama `main`. Si algo aquí no cuadra con el código, el código
|
||||
manda: actualiza este documento.*
|
||||
@@ -1,19 +1,5 @@
|
||||
### JailDesigner - Custom mappings
|
||||
|
||||
# Mandos recreativa CCAE
|
||||
0300457e790000000600000010010000,DragonRise Inc. Generic USB Joystick,platform:Linux,a:b0,b:b1,x:b2,y:b6,back:b5,leftx:a0,lefty:a1,
|
||||
|
||||
# RAP4
|
||||
030086650d0f00008c000000140100003853140,Generic X-Box pad,platform:Linux,a:b0,b:b1,x:b2,y:b3,back:b6,start:b7,guide:b8,leftshoulder:b4,rightshoulder:b5,leftstick:b9,rightstick:b10,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,
|
||||
|
||||
# Mad Catz FightStick Alpha PS4
|
||||
03007fcb380700008081000011010000184833152,Mad Catz FightStick Alpha PS4,platform:Linux,a:b1,b:b2,x:b0,y:b3,back:b8,start:b9,guide:b12,leftshoulder:b4,rightshoulder:b5,leftstick:b13,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:b6,righttrigger:b7,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,
|
||||
|
||||
# Mando custom de Dani en madera + Agetec
|
||||
030020617900000006000000100100001216,DragonRise Inc. Generic USB Joystick,platform:Linux,a:b2,b:b1,x:b0,y:b6,start:b5,leftx:a0,lefty:a1,
|
||||
|
||||
# Game Controller DB for SDL in 2.0.16 format
|
||||
# Source: https://github.com/gabomdq/SDL_GameControllerDB
|
||||
# Source: https://github.com/mdqinc/SDL_GameControllerDB
|
||||
|
||||
# Windows
|
||||
03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows,
|
||||
@@ -24,6 +10,7 @@
|
||||
03000000d0160000060d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows,
|
||||
03000000d0160000070d000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows,
|
||||
03000000d0160000600a000000000000,4Play Adapter,a:b1,b:b3,back:b4,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,leftstick:b14,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b15,righttrigger:b9,rightx:a3,righty:a4,start:b5,x:b0,y:b2,platform:Windows,
|
||||
03000000c82d00001930000000000000,8BitDo 64,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b11,platform:Windows,
|
||||
03000000c82d00000031000000000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000531000000000000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000951000000000000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a2,rightx:a3,righty:a5,start:b11,platform:Windows,
|
||||
@@ -61,9 +48,10 @@
|
||||
03000000c82d00002038000000000000,8BitDo NES30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000751000000000000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000851000000000000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000360000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000360000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000361000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000660000000000000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000960000000000000,8BitDo Pro 3,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b17,paddle2:b16,paddle3:b2,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000131000000000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000231000000000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000331000000000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
|
||||
@@ -87,14 +75,16 @@
|
||||
03000000c82d00000161000000000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000260000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00000261000000000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Windows,
|
||||
03000000c82d00001130000000000000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001230000000000000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001330000000000000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001260000000000000,8BitDo Ultimate 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b17,paddle2:b16,paddle3:b2,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001b30000000000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001c30000000000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001d30000000000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001530000000000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001630000000000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001730000000000000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001130000000000000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001330000000000000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00000121000000000000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000a00500003232000000000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c82d00001890000000000000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Windows,
|
||||
@@ -135,6 +125,7 @@
|
||||
03000000a30c00002800000000000000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000050b00000579000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000050b00000679000000000000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000006a0e00001140000000000000,Atari CX Controller,a:b0,leftx:a0,lefty:a1,platform:Windows,
|
||||
03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,start:b3,platform:Windows,
|
||||
03000000503200000210000000000000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000380800001889000000000000,AtGames Legends Gamer Pro,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b13,lefttrigger:b14,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -150,6 +141,7 @@
|
||||
03000000d62000002a79000000000000,BDA PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
03000000bc2000005250000000000000,Beitong G3,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:b9,rightx:a3,righty:a4,start:b15,x:b3,y:b4,platform:Windows,
|
||||
030000000d0500000208000000000000,Belkin Nostromo N40,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000000d0500000308000000000000,Belkin Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows,
|
||||
03000000bc2000006012000000000000,Betop 2126F,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000bc2000000055000000000000,Betop BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000790000000700000000000000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
|
||||
@@ -186,7 +178,7 @@
|
||||
030000001a1c00000001000000000000,Datel Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000451300000830000000000000,Defender Game Racer X7,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000791d00000103000000000000,Dual Box Wii,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000c0160000e105000000000000,Dual Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000151a00006222000000000000,Dual Plus PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
030000004f040000070f000000000000,Dual Power,a:b8,b:b9,back:b4,dpdown:b1,dpleft:b2,dpright:b3,dpup:b0,leftshoulder:b13,leftstick:b6,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b12,rightstick:b7,righttrigger:b15,start:b5,x:b10,y:b11,platform:Windows,
|
||||
030000004f04000012b3000000000000,Dual Power 3,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
|
||||
030000004f04000020b3000000000000,Dual Trigger,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
|
||||
@@ -201,7 +193,8 @@
|
||||
03000095090000010000000000000000,Elecom JC-U609,a:b0,b:b1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b8,x:b3,y:b4,platform:Windows,
|
||||
0300004112000000e500000000000000,Elecom JC-U909Z,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,start:b8,x:b3,y:b4,platform:Windows,
|
||||
03000041120000001050000000000000,Elecom JC-U911,a:b1,b:b2,back:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,start:b0,x:b4,y:b5,platform:Windows,
|
||||
030000006e0500000520000000000000,Elecom P301U PlayStation Controller Adapter,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,
|
||||
030000006e0500000520000000000000,Elecom P301U PlayStation Adapter,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,
|
||||
03000000250900000218000000000000,Elecom PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000411200004450000000000000,Elecom U1012,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,
|
||||
030000006e0500000320000000000000,Elecom U3613M,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,
|
||||
030000006e0500000e20000000000000,Elecom U3912T,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Windows,
|
||||
@@ -236,17 +229,19 @@
|
||||
03000000b40400001224000000000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000008305000000a0000000000000,G08XU,a:b0,b:b1,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b5,x:b2,y:b3,platform:Windows,
|
||||
0300000066f700000100000000000000,Game VIB Joystick,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Windows,
|
||||
03000000790000004618000000000000,GameCube Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000260900002625000000000000,GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,lefttrigger:a4,leftx:a0,lefty:a1,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000341a000005f7000000000000,GameCube Controller,a:b2,b:b3,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b1,y:b0,platform:Windows,
|
||||
03000000430b00000500000000000000,GameCube Controller,a:b0,b:b2,dpdown:b10,dpleft:b8,dpright:b9,dpup:b11,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a3,rightx:a5,righty:a2,start:b7,x:b1,y:b3,platform:Windows,
|
||||
03000000790000004718000000000000,GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000790000004618000000000000,GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000008f0e00000d31000000000000,Gamepad 3 Turbo,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000ac0500003d03000000000000,GameSir G3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000ac0500005b05000000000000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000ac0500002d02000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000ac0500004d04000000000000,GameSir G4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000373500002210000000000000,GameSir G7 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000ac0500001a06000000000000,GameSir T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000373500000410000000000000,GameSir T4 Kaleid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000373500009410000000000000,GameSir Tegenaria Lite,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000004c0e00001035000000000000,Gamester,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
|
||||
030000000d0f00001110000000000000,GameStick Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
@@ -255,7 +250,6 @@
|
||||
03000000b62500000100000000000000,Gametel GT004 01,a:b3,b:b0,dpdown:b10,dpleft:b9,dpright:b8,dpup:b11,leftshoulder:b4,rightshoulder:b5,start:b7,x:b1,y:b2,platform:Windows,
|
||||
030000008f0e00001411000000000000,Gamo2 Divaller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000120c0000a857000000000000,Gator Claw,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000c9110000f055000000000000,GC100XF,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000008305000009a0000000000000,Genius,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000008305000031b0000000000000,Genius Maxfire Blaze 3,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000451300000010000000000000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
@@ -353,7 +347,7 @@
|
||||
030000000d0f0000dc00000000000000,Horipad Switch,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000242e00000b20000000000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Windows,
|
||||
03000000242e0000ff0b000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Windows,
|
||||
03000000790000004e95000000000000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows,
|
||||
03000000790000004e95000000000000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Windows,
|
||||
03000000242e00006a48000000000000,Hyperkin RetroN Sq,a:b3,b:b7,back:b5,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b0,rightshoulder:b1,start:b4,x:b2,y:b6,platform:Windows,
|
||||
03000000242f00000a20000000000000,Hyperkin Scout,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000242e00000a20000000000000,Hyperkin Scout Premium SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
|
||||
@@ -375,18 +369,20 @@
|
||||
03000000fd0500002a26000000000000,InterAct Hammerhead FX,a:b3,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b0,y:b1,platform:Windows,
|
||||
03000000fd0500002f26000000000000,InterAct Hammerhead FX,a:b4,b:b5,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b1,y:b2,platform:Windows,
|
||||
03000000fd0500005302000000000000,InterAct ProPad,a:b3,b:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Windows,
|
||||
03000000ac0500002c02000000000000,Ipega Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000ac0500002c02000000000000,Ipega Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b8,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000491900000204000000000000,Ipega PG9023,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000491900000304000000000000,Ipega PG9087,+righty:+a5,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000007e0500000620000000000000,Joy-Con (L),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b13,leftshoulder:b4,leftstick:b10,rightshoulder:b5,start:b8,x:b2,y:b3,platform:Windows,
|
||||
030000007e0500000720000000000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000250900000017000000000000,Joypad Adapter,a:b2,b:b1,back:b9,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000bd12000003c0000000000000,Joypad Alpha Shock,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000008b0100002301000000000000,Joytech JS-112,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a2,lefty:a3,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a0,righty:a1,start:b9,x:b0,y:b1,platform:Windows,
|
||||
03000000ff1100004033000000000000,JPD FFB,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a2,start:b15,x:b3,y:b0,platform:Windows,
|
||||
03000000242f00002d00000000000000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000242f00008a00000000000000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,
|
||||
03000000c4100000c082000000000000,KADE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000828200000180000000000000,Keio,a:b4,b:b5,back:b8,leftshoulder:b2,lefttrigger:b3,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b1,platform:Windows,
|
||||
03000000c4ac00001c80000000000000,KidzPlay Adventure PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000000200000000000000,King PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000bd12000001e0000000000000,Leadership,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
|
||||
030000006f0e00000103000000000000,Logic3,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
@@ -394,7 +390,6 @@
|
||||
030000008f0e00001300000000000000,Logic3,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
030000006d040000d1ca000000000000,Logitech ChillStream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006d040000d2ca000000000000,Logitech Cordless Precision,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006d04000011c2000000000000,Logitech Cordless Wingman,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows,
|
||||
030000006d04000016c2000000000000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006d0400001dc2000000000000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -404,6 +399,7 @@
|
||||
030000006d0400001ac2000000000000,Logitech Precision,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006d04000009c2000000000000,Logitech WingMan,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows,
|
||||
030000006d0400000bc2000000000000,Logitech WingMan Action Pad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b8,lefttrigger:a5~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b5,righttrigger:a2~,start:b8,x:b3,y:b4,platform:Windows,
|
||||
030000006d04000011c2000000000000,Logitech WingMan Cordless,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b5,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b2,righttrigger:b7,rightx:a3,righty:a4,x:b4,platform:Windows,
|
||||
030000006d0400000ac2000000000000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Windows,
|
||||
03000000380700005645000000000000,Lynx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000222200006000000000000000,Macally,a:b1,b:b2,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -430,19 +426,19 @@
|
||||
03000000380700008084000000000000,Mad Catz TE2 PS4 Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
030000002a0600001024000000000000,Matricom,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000009f000000adbb000000000000,MaxJoypad Virtual Controller,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
030000008f0e00001330000000000000,Mayflash Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000250900000128000000000000,Mayflash Arcade Stick,a:b1,b:b2,back:b8,leftshoulder:b0,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b3,righttrigger:b7,start:b9,x:b5,y:b6,platform:Windows,
|
||||
030000008f0e00001330000000000000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003700000000000000,Mayflash F101,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000003018000000000000,Mayflash F300 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00003900000000000000,Mayflash F300 Elite Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000004318000000000000,Mayflash GameCube Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000004418000000000000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000790000004318000000000000,Mayflash GameCube Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f00007300000000000000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b0,y:b3,platform:Windows,
|
||||
0300000079000000d218000000000000,Mayflash Magic NS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000d620000010a7000000000000,Mayflash Magic NS,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000242f0000f400000000000000,Mayflash N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows,
|
||||
03000000242f0000f500000000000000,Mayflash N64 Adapter,a:b2,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows,
|
||||
03000000242f0000f400000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a5,start:b9,platform:Windows,
|
||||
03000000790000007918000000000000,Mayflash N64 Controller Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,righttrigger:b7,rightx:a3,righty:a2,start:b8,platform:Windows,
|
||||
03000000790000007918000000000000,Mayflash N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,righttrigger:b7,rightx:a3,righty:a2,start:b8,platform:Windows,
|
||||
030000008f0e00001030000000000000,Mayflash Saturn Adapter,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows,
|
||||
0300000025090000e803000000000000,Mayflash Wii Classic Adapter,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:a4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:a5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
|
||||
03000000790000000318000000000000,Mayflash Wii DolphinBar,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b1,platform:Windows,
|
||||
@@ -472,7 +468,9 @@
|
||||
03000000250900006688000000000000,MP-8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000091200004488000000000000,MUSIA PlayStation 2 Input Display,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,leftstick:b6,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b9,rightstick:b7,righttrigger:b11,rightx:a2,righty:a3,start:b5,x:b1,y:b3,platform:Windows,
|
||||
03000000f70600000100000000000000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Windows,
|
||||
030000006b140000010c000000000000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000c9110000f055000000000000,Nacon GC100XF,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000c21100000791000000000000,Nacon GC101 1.03,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
030000006b140000010c000000000000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000006b1400001106000000000000,Nacon Revolution 3 PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
0300000085320000170d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
0300000085320000190d000000000000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
@@ -482,25 +480,25 @@
|
||||
03000000eb0300000000000000000000,NeGcon Adapter,a:a2,b:b13,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,lefttrigger:a4,leftx:a1,righttrigger:b11,start:b3,x:a3,y:b12,platform:Windows,
|
||||
0300000038070000efbe000000000000,NEO SE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
0300000092120000474e000000000000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Windows,
|
||||
03000000921200004b46000000000000,NES 2 port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Windows,
|
||||
03000000921200004b46000000000000,NES Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Windows,
|
||||
03000000000f00000100000000000000,NES Controller,a:b1,b:b0,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows,
|
||||
03000000921200004346000000000000,NES Controller,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows,
|
||||
03000000790000004518000000000000,NEXILUX GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000790000004518000000000000,NEXiLUX GameCube Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000001008000001e5000000000000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000050b00000045000000000000,Nexus,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Windows,
|
||||
03000000152000000182000000000000,NGDS,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000ec110000e1a7000000000000,Nintendo Switch,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000007e0500006920000000000000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Windows,
|
||||
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000000d0500000308000000000000,Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Windows,
|
||||
030000007e0500007320000000000000,NSO GameCube Controller,a:b1,b:b3,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b13,lefttrigger:b12,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b4,rightx:a2,righty:a3~,start:b6,x:b0,y:b2,platform:Windows,
|
||||
030000007e0500001920000000000000,NSO N64 Controller,+rightx:b8,+righty:b2,-rightx:b3,-righty:b7,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Windows,
|
||||
030000007e0500001720000000000000,NSO SNES Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b15,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000550900001472000000000000,NVIDIA Controller,a:b11,b:b10,back:b13,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b7,leftstick:b5,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b4,righttrigger:a5,rightx:a3,righty:a6,start:b3,x:b9,y:b8,platform:Windows,
|
||||
03000000550900001072000000000000,NVIDIA Shield,a:b9,b:b8,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b3,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b2,righttrigger:a4,rightx:a2,righty:a5,start:b0,x:b7,y:b6,platform:Windows,
|
||||
030000005509000000b4000000000000,NVIDIA Virtual,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000120c00000288000000000000,Nyko Air Flo Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
|
||||
030000004b120000014d000000000000,NYKO Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000004b120000014d000000000000,Nyko Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000d62000001d57000000000000,Nyko Airflo PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000120c00000288000000000000,Nyko Airflo Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
|
||||
03000000791d00000900000000000000,Nyko Playpad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000782300000a10000000000000,Onlive Controller,a:b15,b:b14,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b11,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b13,y:b12,platform:Windows,
|
||||
030000000d0f00000401000000000000,Onyx,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
@@ -521,8 +519,8 @@
|
||||
03000000d620000012a7000000000000,PowerA Fusion Nintendo Switch Fight Pad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000dd62000016a7000000000000,PowerA Fusion Pro Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000d620000013a7000000000000,PowerA Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000d62000003340000000000000,PowerA OPS Pro Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000d62000002640000000000000,PowerA OPS Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000d62000002640000000000000,PowerA OPS Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000d62000003340000000000000,PowerA OPS Pro Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000d62000006dca000000000000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
0300000062060000d570000000000000,PowerA PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000d620000014a7000000000000,PowerA Spectra Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -540,13 +538,11 @@
|
||||
03000000250900008888000000000000,PS2 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
030000006b1400000303000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
030000009d0d00001330000000000000,PS2 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000151a00006222000000000000,PS2 Dual Plus Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000120a00000100000000000000,PS3 Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000120c00001307000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000120c00001cf1000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000120c0000f90e000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000250900000118000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000250900000218000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000250900000500000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.8,dpleft:h0.4,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b0,y:b3,platform:Windows,
|
||||
030000004c0500006802000000000000,PS3 Controller,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b8,x:b3,y:b0,platform:Windows,
|
||||
030000004f1f00000800000000000000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
@@ -609,7 +605,7 @@
|
||||
030000009b2800006300000000000000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Windows,
|
||||
030000009b2800006400000000000000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Windows,
|
||||
030000009b2800000200000000000000,Raphnet NES Adapter,a:b7,b:b6,back:b5,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,start:b4,platform:Windows,
|
||||
030000009b2800004400000000000000,Raphnet PS1 and PS2 Adapter,a:b1,b:b2,back:b5,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b9,rightx:a3,righty:a4,start:b4,x:b0,y:b3,platform:Windows,
|
||||
030000009b2800004400000000000000,Raphnet PlayStation Adapter,a:b1,b:b2,back:b5,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b9,rightx:a3,righty:a4,start:b4,x:b0,y:b3,platform:Windows,
|
||||
030000009b2800004300000000000000,Raphnet Saturn,a:b0,b:b1,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows,
|
||||
030000009b2800000500000000000000,Raphnet Saturn Adapter 2.0,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000009b2800000300000000000000,Raphnet SNES Adapter,a:b0,b:b4,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Windows,
|
||||
@@ -637,7 +633,7 @@
|
||||
03000000321500000910000000000000,Razer Raiju UE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000321500000011000000000000,Razer Raion PS4 Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
03000000321500000009000000000000,Razer Serval,+lefty:+a2,-lefty:-a1,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,leftx:a0,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000921200004547000000000000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b6,x:b3,y:b4,platform:Windows,
|
||||
03000000921200004547000000000000,Retro Bit Sega Genesis Adapter,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b6,x:b3,y:b4,platform:Windows,
|
||||
03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000830500006020000000000000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000632500007805000000000000,Retro Fighters Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
@@ -658,6 +654,7 @@
|
||||
030000006f0e00001e01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00002801000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000006f0e00002f01000000000000,Rock Candy PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000830500000052000000000000,Rockfire CosmoVoyager,a:b0,b:b1,x:b3,y:b4,back:b8,guide:b10,start:b9,leftshoulder:b6,rightshoulder:b5,dpup:-a1,dpdown:+a1,dpleft:-a0,dpright:+a0,misc1:b11,lefttrigger:b7,righttrigger:b2,platform:Windows,
|
||||
03000000830500007030000000000000,Rockfire Space Ranger,a:b0,b:b1,back:b5,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b9,righttrigger:b8,start:b2,x:b3,y:b4,platform:Windows,
|
||||
03000000050b0000e318000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows,
|
||||
03000000050b0000e518000000000000,ROG Chakram,a:b1,b:b0,leftx:a0,lefty:a1,x:b2,y:b3,platform:Windows,
|
||||
@@ -692,7 +689,9 @@
|
||||
03000000c01100004150000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
|
||||
03000000c01100004450000000000000,Sanwa Online Grip,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b11,righttrigger:b9,rightx:a3,righty:a2,start:b14,x:b3,y:b4,platform:Windows,
|
||||
03000000730700000401000000000000,Sanwa PlayOnline Mobile,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Windows,
|
||||
030000009d0d00001130000000000000,Sanwa PlayStation Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
|
||||
03000000830500006120000000000000,Sanwa Smart Grip II,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,x:b1,y:b3,platform:Windows,
|
||||
03000000630600000201000000000000,Sanwa Virtua Grip,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,x:b0,y:b1,platform:Windows,
|
||||
03000000c01100000051000000000000,Satechi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000004f04000028b3000000000000,Score A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000952e00002577000000000000,Scuf PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
@@ -704,6 +703,7 @@
|
||||
03000000730700000601000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows,
|
||||
03000000b40400000a01000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows,
|
||||
030000003b07000004a1000000000000,SFX,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Windows,
|
||||
03000000632500002705000000000000,ShanWan Q36,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,righttrigger:b9,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000f82100001900000000000000,Shogun Bros Chameleon X1,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000120c00001c1e000000000000,SnakeByte 4S PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows,
|
||||
03000000140300000918000000000000,SNES Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
|
||||
@@ -714,12 +714,12 @@
|
||||
030000008f0e00000910000000000000,Sony DualShock 2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Windows,
|
||||
03000000317300000100000000000000,Sony DualShock 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000666600006706000000000000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Windows,
|
||||
03000000d9040000160f000000000000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000e30500009605000000000000,Sony PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000fe1400002a23000000000000,Sony PlayStation Adapter,a:b0,b:b1,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,x:b2,y:b3,platform:Windows,
|
||||
030000004c050000da0c000000000000,Sony PlayStation Classic Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000632500002306000000000000,Sony PlayStation Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000f0250000c183000000000000,Sony PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000d9040000160f000000000000,Sony PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000ff000000cb01000000000000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
|
||||
030000004c0500003713000000000000,Sony PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000341a00000208000000000000,Speedlink 6555,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a3,righty:a2,start:b7,x:b2,y:b3,platform:Windows,
|
||||
@@ -757,19 +757,21 @@
|
||||
030000004f04000015b3000000000000,Thrustmaster Dual Analog 4,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
|
||||
030000004f04000023b3000000000000,Thrustmaster Dual Trigger PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f0400000ed0000000000000,Thrustmaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f04000008d0000000000000,Thrustmaster Ferrari 150 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Windows,
|
||||
030000004f04000004b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Windows,
|
||||
030000004f04000003d0000000000000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:a3,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:a4,rightstick:b11,righttrigger:b5,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f04000003d0000000000000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:-a3,leftx:a0,lefty:a1,paddle1:b6,paddle2:b7,rightshoulder:b5,rightstick:b11,righttrigger:-a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f04000008d0000000000000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a3~,leftx:a0,lefty:a1,paddle1:b7,paddle2:b6,rightshoulder:b5,rightstick:b11,righttrigger:a4~,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
030000004f04000009d0000000000000,Thrustmaster Run N Drive PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000011000000200000000000000,ThundeRobot G30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
030000006d04000088ca000000000000,Thunderpad,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
|
||||
03000000666600000288000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000666600000488000000000000,TigerGame PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows,
|
||||
030000004f04000007d0000000000000,TMini,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000571d00002100000000000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Windows,
|
||||
03000000571d00002000000000000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000571d00002100000000000000,Tomee NES Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Windows,
|
||||
03000000571d00002000000000000000,Tomee SNES Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000d62000006000000000000000,Tournament PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000c01100000055000000000000,Tronsmart,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000d60600002a00000000000000,Trust 850F,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,x:b3,y:b4,platform:Windows,
|
||||
030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
|
||||
030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows,
|
||||
@@ -816,7 +818,7 @@
|
||||
03000000c62400000053000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000c6240000fdfa000000000000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000380700002847000000000000,Xbox 360 Fightpad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
030000005e040000a102000000000000,Xbox 360 Wireless Receiver,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
030000005e040000a102000000000000,Xbox 360 Receiver,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
030000005e0400000a0b000000000000,Xbox Adaptive Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:-a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
03000000120c00000a88000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a2,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
|
||||
03000000120c00001088000000000000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:a2~,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5~,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
@@ -848,15 +850,20 @@
|
||||
03000000172700004431000000000000,Xiaomi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a7,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000172700003350000000000000,Xiaomi XMGP01YM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000bc2000005060000000000000,Xiaomi XMGP01YM,+lefty:+a2,+righty:+a5,-lefty:-a1,-righty:-a4,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000c0160000e105000000000000,XinMo Dual Arcade,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
|
||||
030000007d0400000340000000000000,Xterminator Digital Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:-a4,lefttrigger:+a4,leftx:a0,lefty:a1,paddle1:b7,paddle2:b6,rightshoulder:b5,rightstick:b9,righttrigger:b2,rightx:a3,righty:a5,start:b8,x:b3,y:b4,platform:Windows,
|
||||
030000002c3600000100000000000000,Yawman Arrow,+rightx:h0.2,+righty:h0.4,-rightx:h0.8,-righty:h0.1,a:b4,b:b5,back:b6,dpdown:b15,dpleft:b14,dpright:b16,dpup:b13,leftshoulder:b10,leftstick:b0,lefttrigger:-a4,leftx:a0,lefty:a1,paddle1:b11,paddle2:b12,rightshoulder:b8,rightstick:b9,righttrigger:+a4,start:b3,x:b1,y:b2,platform:Windows,
|
||||
03000000790000004f18000000000000,ZDT Android Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
|
||||
03000000073500000400000000000000,Zenaim Arcade Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Windows,
|
||||
03000000120c00000500000000000000,Zeroplus Adapter,a:b2,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b0,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows,
|
||||
03000000120c0000101e000000000000,Zeroplus P4 Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows,
|
||||
|
||||
# Mac OS X
|
||||
030000008f0e00000300000009010000,2 In 1 Joystick,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000c82d00001930000000000000,8BitDo 64,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Mac OS X,
|
||||
03000000c82d00001930000000020000,8BitDo 64,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Mac OS X,
|
||||
03000000c82d00001930000001000000,8BitDo 64,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Mac OS X,
|
||||
03000000c82d00000031000001000000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c82d00000531000000020000,8BitDo Adapter 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Mac OS X,
|
||||
@@ -889,6 +896,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00000851000000010000,8BitDo P30,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000660000000020000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000960000000000000,8BitDo Pro 3,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b17,paddle2:b16,paddle3:b2,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000131000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000231000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000331000001000000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
@@ -900,7 +908,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00001290000001000000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00004028000000010000,8BitDo SN30,a:b1,b:b0,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000160000001000000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000161000000010000,8BitDo SN30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000260000001000000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Mac OS X,
|
||||
03000000c82d00001230000000010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
@@ -925,6 +933,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000050b00000045000031000000,ASUS Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000050b00000579000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b42,paddle1:b9,paddle2:b11,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b6,leftstick:b15,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b23,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
|
||||
030000006a0e00001140000001000000,Atari CX Wireless Controller,a:b0,leftx:a0,lefty:a1,platform:Mac OS X,
|
||||
03000000503200000110000045010000,Atari VCS Classic,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X,
|
||||
03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X,
|
||||
03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -939,6 +948,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000120c0000200e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000120c0000210e000000010000,Brook Mars PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
030000008305000031b0000000000000,Cideko AK08b,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000501d00009e61000001000000,CoreOrbits GamerPad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000d8140000cecf000000000000,Cthulhu,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000260900008888000088020000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000a306000022f6000001030000,Cyborg V3 Rumble Pad PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -948,7 +958,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000151900004000000001000000,Flydigi Vader 2,a:b14,b:b15,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b0,y:b1,platform:Mac OS X,
|
||||
03000000b40400001124000001040000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000b40400001224000003030000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000790000004618000000010000,GameCube Controller Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X,
|
||||
03000000790000004618000000010000,GameCube Adapter,a:b4,b:b0,dpdown:b56,dpleft:b60,dpright:b52,dpup:b48,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X,
|
||||
03000000ac0500001a06000002020000,GameSir T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000373500000411000023000000,GameSir X4A Xbox Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000ad1b000001f9000000000000,Gamestop BB070 X360 Controller,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -981,8 +991,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f00006600000000000000,Horipad FPS Plus 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f0000ee00000000010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f0000c100000072050000,Horipad Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000000d0f0000f600000000010000,Horipad Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000242e0000ff0b000000010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Mac OS X,
|
||||
03000000790000004e95000000010000,Hyperkin N64 Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Mac OS X,
|
||||
03000000790000004e95000000010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a5,righty:a2,start:b9,platform:Mac OS X,
|
||||
03000000830500006020000000000000,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Mac OS X,
|
||||
03000000ef0500000300000000020000,InterAct AxisPad,a:b2,b:b3,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a3,righty:a2,start:b11,x:b0,y:b1,platform:Mac OS X,
|
||||
03000000fd0500000030000010010000,Interact GoPad,a:b3,b:b4,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,x:b0,y:b1,platform:Mac OS X,
|
||||
@@ -990,6 +1001,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000007e0500000720000001000000,Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b12,leftshoulder:b4,leftstick:b11,rightshoulder:b5,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000242f00002d00000007010000,JYS Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
030000006d04000019c2000000000000,Logitech Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006d04000019c2000000020000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3~,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006d04000016c2000000020000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006d04000016c2000000030000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006d04000016c2000014040000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -997,6 +1009,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006d04000018c2000000000000,Logitech F510,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006d04000019c2000005030000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006d0400001fc2000000000000,Logitech F710,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
030000006d0400001ac2000004000000,Logitech Precision,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006d04000018c2000000010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3~,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000380700005032000000010000,Mad Catz PS3 Fightpad Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000380700008433000000010000,Mad Catz PS3 Fightstick TE S Plus,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -1004,7 +1017,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000380700008483000000010000,Mad Catz PS4 Fightstick TE S Plus,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
0300000049190000020400001b010000,Manba One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b22,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000790000000600000007010000,Marvo GT-004,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
030000008f0e00001330000011010000,Mayflash Controller Adapter,a:b2,b:b4,back:b16,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b12,lefttrigger:b16,leftx:a0,lefty:a2,rightshoulder:b14,rightx:a6~,righty:a4,start:b18,x:b0,y:b6,platform:Mac OS X,
|
||||
030000008f0e00001330000011010000,Mayflash Adapter,a:b2,b:b4,back:b16,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b12,lefttrigger:b16,leftx:a0,lefty:a2,rightshoulder:b14,rightx:a6~,righty:a4,start:b18,x:b0,y:b6,platform:Mac OS X,
|
||||
03000000790000004318000000010000,Mayflash GameCube Adapter,a:b4,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a12,leftx:a0,lefty:a4,rightshoulder:b28,righttrigger:a16,rightx:a20,righty:a8,start:b36,x:b8,y:b12,platform:Mac OS X,
|
||||
03000000790000004418000000010000,Mayflash GameCube Controller,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000242f00007300000000020000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -1025,8 +1038,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c62400002b89000000010000,MOGA XP5A Plus,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000853200008906000000010000,Nacon Revolution X Unlimited,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000632500007505000000020000,NeoGeo mini PAD Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000921200004b46000003020000,NES 2-port Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Mac OS X,
|
||||
03000000921200004b46000003020000,NES Adapter,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b11,platform:Mac OS X,
|
||||
030000001008000001e5000006010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000ec110000e1a7000001010000,Nintendo Switch,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
030000007e0500006920000001010000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Mac OS X,
|
||||
030000007e0500000920000000000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
030000007e0500000920000001000000,Nintendo Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -1040,10 +1054,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
0300000009120000072f000000010000,OrangeFox86 DreamPicoPort,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a2,leftx:a0,lefty:a1,righttrigger:a5,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000006f0e00000901000002010000,PDP PS3 Versus Fighting,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000008f0e00000300000000000000,Piranha Xtreme PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000100800000300000006010000,PlayStation Adapter,a:b2,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000d620000011a7000000020000,PowerA Core Plus Gamecube Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000d620000011a7000010050000,PowerA Nintendo Switch Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000d62000006dca000000010000,PowerA Pro Ex,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000100800000300000006010000,PS2 Adapter,a:b2,b:b1,back:b8,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a4,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
030000004c0500006802000000000000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,
|
||||
030000004c0500006802000000010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,
|
||||
030000004c0500006802000072050000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Mac OS X,
|
||||
@@ -1072,7 +1086,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
0300000032150000030a000000000000,Razer Wildcat,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000632500008005000000010000,Redgear,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000632500002305000000010000,Redragon Saturn,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000921200004547000000020000,Retro Bit Sega Genesis Controller Adapter,a:b0,b:b2,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,lefttrigger:b14,rightshoulder:b10,righttrigger:b4,start:b12,x:b6,y:b8,platform:Mac OS X,
|
||||
03000000921200004547000000020000,Retro Bit Sega Genesis Adapter,a:b0,b:b2,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,lefttrigger:b14,rightshoulder:b10,righttrigger:b4,start:b12,x:b6,y:b8,platform:Mac OS X,
|
||||
03000000790000001100000000000000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000790000001100000005010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000830500006020000000010000,Retro Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b8,righttrigger:b9,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
@@ -1106,7 +1120,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000110100001714000000000000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000110100001714000020010000,SteelSeries Stratus XL,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,start:b12,x:b2,y:b3,platform:Mac OS X,
|
||||
030000000d0f0000f600000000010000,Switch Hori Pad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000457500002211000000010000,SZMY Power PC Gamepad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000e40a00000307000001000000,Taito Egret II Mini Control Panel,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Mac OS X,
|
||||
03000000e40a00000207000001000000,Taito Egret II Mini Controller,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Mac OS X,
|
||||
@@ -1117,13 +1130,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000004f04000015b3000000000000,Thrustmaster Dual Analog 3.2,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b1,y:b3,platform:Mac OS X,
|
||||
030000004f0400000ed0000000020000,Thrustmaster eSwap Pro Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
030000004f04000000b3000000000000,Thrustmaster Firestorm Dual Power,a:b0,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b11,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b1,y:b3,platform:Mac OS X,
|
||||
03000000571d00002100000021000000,Tomee NES Controller Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Mac OS X,
|
||||
03000000571d00002100000021000000,Tomee NES Adapter,a:b1,b:b0,back:b2,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,start:b3,platform:Mac OS X,
|
||||
03000000bd12000015d0000000010000,Tomee Retro Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000571d00002000000021000000,Tomee SNES Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
03000000bd12000015d0000000000000,Tomee SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000571d00002000000021000000,Tomee SNES Controller Adapter,a:b0,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X,
|
||||
030000005f140000c501000000020000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Mac OS X,
|
||||
03000000100800000100000000000000,Twin USB Joystick,a:b4,b:b2,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b12,leftstick:b20,lefttrigger:b8,leftx:a0,lefty:a2,rightshoulder:b14,rightstick:b22,righttrigger:b10,rightx:a6,righty:a4,start:b18,x:b6,y:b0,platform:Mac OS X,
|
||||
03000000632500002605000000010000,Uberwith Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000c0160000e105000000040000,Ultimate Atari Fight Stick,a:b2,b:b4,back:b18,dpdown:+a2,dpleft:-a0,dpright:+a0,dpup:-a2,rightshoulder:b8,righttrigger:b10,start:b16,x:b0,y:b6,platform:Mac OS X,
|
||||
03000000151900005678000010010000,Uniplay U6,a:b3,b:b6,back:b25,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b17,leftstick:b31,lefttrigger:b21,leftx:a1,lefty:a3,rightshoulder:b19,rightstick:b33,righttrigger:b23,rightx:a4,righty:a5,start:b27,x:b11,y:b13,platform:Mac OS X,
|
||||
030000006f0e00000302000025040000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
030000006f0e00000702000003060000,Victrix PS4 Pro Fightstick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
|
||||
@@ -1157,11 +1171,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000005e040000130b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000130b000022050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000220b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
030000005e040000220b000021050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Mac OS X,
|
||||
03000000120c0000100e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
03000000120c0000101e000000010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Mac OS X,
|
||||
|
||||
# Linux
|
||||
03000000c82d00001930000011010000,8BitDo 64,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Linux,
|
||||
05000000c82d00001930000001000000,8BitDo 64,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Linux,
|
||||
03000000c82d00000031000011010000,8BitDo Adapter,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000631000000010000,8BitDo Adapter 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00000951000000010000,8BitDo Dogbone,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b11,platform:Linux,
|
||||
@@ -1169,7 +1186,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00000090000011010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000c82d00001038000000010000,8BitDo FC30 Pro,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000c82d00006a28000000010000,8BitDo GameCube,a:b0,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b9,paddle2:b8,rightshoulder:b10,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b1,y:b4,platform:Linux,
|
||||
03000000c82d00001251000011010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001251000011010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000c82d00001251000000010000,8BitDo Lite 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001151000011010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000c82d00001151000000010000,8BitDo Lite SE,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
@@ -1199,6 +1216,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
05000000c82d00000660000000010000,8BitDo Pro 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000020000000000000,8BitDo Pro 2 for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
06000000c82d00000020000006010000,8BitDo Pro 2 for Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00000960000011010000,8BitDo Pro 3,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b17,paddle2:b16,paddle3:b2,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000131000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000231000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000331000011010000,8BitDo Receiver,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b2,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
@@ -1222,6 +1240,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00000260000011010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000c82d00000261000000010000,8BitDo SN30 Pro Plus,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
05000000202800000900000000010000,8BitDo SNES30,a:b1,b:b0,back:b10,dpdown:b122,dpleft:b119,dpright:b120,dpup:b117,leftshoulder:b6,rightshoulder:b7,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00000631000010010000,8BitDo Ultimate,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00000631000014010000,8BitDo Ultimate,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00000760000011010000,8BitDo Ultimate,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001130000011010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001230000011010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001330000011010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000c82d00001230000000010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000a31000014010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00001d30000011010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
@@ -1229,12 +1253,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c82d00001530000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001630000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001730000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001130000011010000,8BitDo Ultimate Wired,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b24,paddle2:b25,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000631000010010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00000631000014010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000c82d00000760000011010000,8BitDo Ultimate Wireless,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
|
||||
03000000c82d00001230000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00001330000011010000,8BitDo Ultimate Wireless,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux,
|
||||
@@ -1264,6 +1282,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
05000000050b00000045000040000000,ASUS Gamepad,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b10,x:b2,y:b3,platform:Linux,
|
||||
03000000050b00000579000011010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b36,paddle1:b52,paddle2:b53,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000050b00000679000000010000,ASUS ROG Kunai 3,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b21,paddle1:b22,paddle2:b23,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000006a0e00001140000010010000,Atari CX Controller,a:b0,leftx:a0,lefty:a1,platform:Linux,
|
||||
03000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux,
|
||||
03000000503200000110000011010000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux,
|
||||
05000000503200000110000000000000,Atari VCS Classic Controller,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b4,start:b3,platform:Linux,
|
||||
@@ -1285,6 +1304,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000c31100000791000011010000,Be1 GC101 Controller 1.03,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008e02000003030000,Be1 GC101 Xbox 360,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000bc2000004d50000011010000,Beitong A1T2 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000000d0500000308000010010000,Belkin Nostromo N45,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,
|
||||
05000000bc2000000055000001000000,Betop AX1 BFM,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000bc2000006412000011010000,Betop Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b30,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000006b1400000209000011010000,Bigben,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1297,9 +1317,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000e82000006058000001010000,Cideko AK08b,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000af1e00002400000010010000,Clockwork Pi DevTerm,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000000b0400003365000000010000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,platform:Linux,
|
||||
03000000632500007a05000001020000,Cosmic Byte Ares Wired Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000260900008888000000010000,Cyber Gadget GameCube Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a2,righty:a3~,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000a306000022f6000011010000,Cyborg V3 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:+a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:-a3,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000005e0400008e02000002010000,Data Frog S80,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,
|
||||
03000000791d00000103000010010000,Dual Box Wii Classic Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000006f0e00003001000001010000,EA Sports PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000c11100000191000011010000,EasySMX,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
@@ -1316,8 +1336,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000b40400001124000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000b40400001224000011010000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b2,paddle1:b16,paddle2:b17,paddle3:b14,paddle4:b15,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000151900004000000001000000,Flydigi Vader 2,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b21,leftshoulder:b6,leftstick:b12,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b14,paddle1:b2,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
06000000d73700000124000000000000,Flydigi Vader 5 Pro,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b6,start:b7,guide:b8,leftstick:b9,rightstick:b10,dpup:h0.1,dpright:h0.2,dpdown:h0.4,dpleft:h0.8,leftx:a0,lefty:a1,lefttrigger:a2,rightx:a3,righty:a4,righttrigger:a5,misc1:b11,misc2:b12,misc3:b13,misc4:b14,paddle1:b15,paddle2:b17,paddle3:b16,paddle4:b18,misc5:b19,platform:Linux,
|
||||
030000007e0500003703000000000000,GameCube Adapter,a:b0,b:b1,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b2,platform:Linux,
|
||||
19000000030000000300000002030000,GameForce Controller,a:b1,b:b0,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a1,lefty:a0,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000373500000b10000019010000,GameSir Cyclone 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000ac0500005b05000010010000,GameSir G3w,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000bc2000000055000011010000,GameSir G3w,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000558500001b06000010010000,GameSir G4 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
@@ -1325,12 +1347,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000ac0500007a05000011010000,GameSir G5,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000373500009710000001020000,GameSir Kaleid Flux,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000ac0500001a06000011010000,GameSir T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000373500000410000044010000,GameSir T4 Kaleid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000373500009410000010010000,GameSir Tegenaria Lite,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
0500000047532047616d657061640000,GameStop Gamepad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00000104000000010000,Gamestop Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000008f0e00000800000010010000,Gasia PlayStation Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000451300000010000010010000,Genius Maxfire Grandias 12,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000f025000021c1000010010000,Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000f0250000c283000010010000,Gioteck VX2 PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
190000004b4800000010000000010000,GO-Advance Controller,a:b1,b:b0,back:b10,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,leftshoulder:b4,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b13,start:b15,x:b2,y:b3,platform:Linux,
|
||||
190000004b4800000010000001010000,GO-Advance Controller,a:b1,b:b0,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b4,leftstick:b13,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b16,righttrigger:b15,start:b17,x:b2,y:b3,platform:Linux,
|
||||
@@ -1344,7 +1368,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000280400000140000000010000,Gravis GamePad Pro,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000008f0e00000610000000010000,GreenAsia Electronics Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a2,start:b11,x:b3,y:b0,platform:Linux,
|
||||
030000008f0e00001200000010010000,GreenAsia Joystick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
0500000047532067616d657061640000,GS gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
0500000047532067616d657061640000,GS Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000f0250000c383000010010000,GT VX2,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000008a2e0000dd10000011010000,Hand Held Legend GC Ultimate,a:b0,b:b2,back:b17,dpdown:b5,dpleft:b6,dpright:b7,dpup:b4,guide:b18,leftshoulder:b10,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b19,misc2:b24,paddle1:b13,paddle2:b12,rightshoulder:b11,rightstick:b9,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b1,y:b3,platform:Linux,
|
||||
030000008a2e0000df10000011010000,Hand Held Legend ProGCC,a:b1,b:b0,back:b17,dpdown:b5,dpleft:b6,dpright:b7,dpup:b4,guide:b18,leftshoulder:b10,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b19,paddle1:b13,paddle2:b12,rightshoulder:b11,rightstick:b9,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b3,y:b2,platform:Linux,
|
||||
@@ -1382,14 +1406,19 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000000d0f00006700000001010000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000000d0f0000ab01000011010000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc2:b2,paddle1:b19,paddle2:b18,paddle3:b15,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000000d0f00009601000091000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc2:b2,paddle1:b19,paddle2:b18,paddle3:b15,paddle4:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000000d0f0000f600000001000000,Horipad Switch Pro Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000341a000005f7000010010000,HuiJia GameCube Controller Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
|
||||
050000000d0f0000f600000001000000,Horipad Switch Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000341a000005f7000010010000,HuiJia GameCube Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
|
||||
05000000242e00000b20000001000000,Hyperkin Admiral N64 Controller,+rightx:b11,+righty:b13,-rightx:b8,-righty:b12,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b5,start:b9,platform:Linux,
|
||||
03000000242e0000ff0b000011010000,Hyperkin N64 Adapter,a:b1,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,platform:Linux,
|
||||
03000000242e00006a38000010010000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Linux,
|
||||
03000000242e00008816000001010000,Hyperkin X91,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000f00300008d03000011010000,HyperX Clutch,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
05000000f00300008d04000000010000,HyperX Clutch,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000830500006020000010010000,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
|
||||
03000000d80400004aea000011010000,icedragon.io STAC Dance Pad,a:b0,b:b1,back:b4,x:b2,y:b3,platform:Linux,
|
||||
03000000d80400004bea000011010000,icedragon.io STAC Dance Pad,a:b0,b:b1,back:b4,x:b2,y:b3,platform:Linux,
|
||||
030000008a2e0000d910000011010000,icedragon.io STAC2 Dance Pad,a:b0,b:b1,back:b4,x:b2,y:b3,platform:Linux,
|
||||
030000008a2e0000e910000011010000,icedragon.io STAC2 Dance Pad,a:b8,b:b9,back:b12,x:b10,y:b11,platform:Linux,
|
||||
030000008f0e00001330000001010000,iCode Retro Adapter,b:b3,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b9,lefttrigger:b10,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b1,start:b7,x:b2,y:b0,platform:Linux,
|
||||
050000006964726f69643a636f6e0000,idroidcon Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000b50700001503000010010000,Impact,a:b2,b:b3,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Linux,
|
||||
@@ -1416,7 +1445,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006d040000d1ca000000000000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d040000d1ca000011010000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d04000019c2000010010000,Logitech Cordless RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d04000016c2000011010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d0400001dc2000014400000,Logitech F310,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
@@ -1425,8 +1453,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000006d04000019c2000011010000,Logitech F710,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d0400001fc2000005030000,Logitech F710,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006d04000018c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d04000011c2000010010000,Logitech WingMan Cordless RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux,
|
||||
030000006d04000019c2000010010000,Logitech RumblePad 2,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006d0400000ac2000010010000,Logitech WingMan RumblePad,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,rightx:a3,righty:a4,x:b3,y:b4,platform:Linux,
|
||||
030000006d04000011c2000010010000,Logitech WingMan RumblePad,a:b0,b:b1,back:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b5,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b10,rightx:a3,righty:a4,start:b8,x:b3,y:b4,platform:Linux,
|
||||
05000000380700006652000025010000,Mad Catz CTRLR,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000380700008532000010010000,Mad Catz Fightpad,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000380700005032000011010000,Mad Catz Fightpad Pro PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
@@ -1444,7 +1473,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000380700003847000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000ad1b000016f0000090040000,Mad Catz Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000120c00000500000000010000,Manta DualShock 2,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000008f0e00001330000010010000,Mayflash Controller Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000008f0e00001330000010010000,Mayflash Adapter,a:b1,b:b2,back:b8,dpdown:h0.8,dpleft:h0.2,dpright:h0.1,dpup:h0.4,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3~,righty:a2,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000790000004318000010010000,Mayflash GameCube Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000790000004418000010010000,Mayflash GameCube Controller,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000242f00007300000011010000,Mayflash Magic NS,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux,
|
||||
@@ -1475,6 +1504,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000005e040000ea02000008040000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea0200000f050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000009050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000014050000,Microsoft Xbox One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000e302000003020000,Microsoft Xbox One Elite,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000000b000007040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b12,paddle2:b14,paddle3:b13,paddle4:b15,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000000b000008040000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b12,paddle2:b14,paddle3:b13,paddle4:b15,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
@@ -1498,20 +1528,21 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000250900006688000000010000,MP8866 Super Dual Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
|
||||
030000005e0400008e02000010020000,MSI GC20 V2,a:b0,b:b1,back:b6,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000f70600000100000000010000,N64 Adaptoid,+rightx:b2,+righty:b1,-rightx:b4,-righty:b5,a:b0,b:b3,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b6,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,start:b8,platform:Linux,
|
||||
030000006b1400000906000014010000,Nacon Asymmetric Wireless PS4 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006b140000010c000010010000,Nacon GC 400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000853200000706000012010000,Nacon GC-100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000853200000503000000010000,Nacon MG-X Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000006b1400000906000014010000,Nacon Asymmetric PS4 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
0300000085320000030c000011010000,Nacon GC100,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000853200000706000012010000,Nacon GC100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006b140000010c000010010000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
05000000853200000503000000010000,Nacon MGX Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
0300000085320000170d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
0300000085320000190d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000004f1f00000800000011010000,NeoGeo PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
0300000092120000474e000000010000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Linux,
|
||||
03000000790000004518000010010000,Nexilux GameCube Controller Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000790000004518000010010000,NEXiLUX GameCube Adapter,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000001008000001e5000010010000,NEXT SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,righttrigger:b6,start:b9,x:b3,y:b0,platform:Linux,
|
||||
060000007e0500003713000000000000,Nintendo 3DS,a:b0,b:b1,back:b8,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
030000007e0500003703000000016800,Nintendo GameCube Controller,a:b0,b:b2,dpdown:b6,dpleft:b4,dpright:b5,dpup:b7,lefttrigger:a4,leftx:a0,lefty:a1~,rightshoulder:b9,righttrigger:a5,rightx:a2,righty:a3~,start:b8,x:b1,y:b3,platform:Linux,
|
||||
03000000790000004618000010010000,Nintendo GameCube Controller Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000790000004618000010010000,Nintendo GameCube Adapter,a:b1,b:b0,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a5~,righty:a2~,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000ec110000e1a7000010010000,Nintendo Switch,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
030000007e0500006920000011010000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Linux,
|
||||
060000004e696e74656e646f20537700,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
060000007e0500000620000000000000,Nintendo Switch Combined Joy-Cons,a:b0,b:b1,back:b9,dpdown:b15,dpleft:b16,dpright:b17,dpup:b14,guide:b11,leftshoulder:b5,leftstick:b12,lefttrigger:b7,leftx:a0,lefty:a1,misc1:b4,rightshoulder:b6,rightstick:b13,righttrigger:b8,rightx:a2,righty:a3,start:b10,x:b3,y:b2,platform:Linux,
|
||||
@@ -1526,7 +1557,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
05000000010000000100000003000000,Nintendo Wii Remote,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
050000007e0500003003000001000000,Nintendo Wii U Pro Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
050000005a1d00000218000003000000,Nokia GC 5000,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
030000000d0500000308000010010000,Nostromo n45 Dual Analog,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b12,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b10,x:b2,y:b3,platform:Linux,
|
||||
030000007e0500007320000011010000,NSO GameCube Controller,a:b1,b:b3,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b13,lefttrigger:b12,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b4,rightx:a2,righty:a3~,start:b6,x:b0,y:b2,platform:Linux,
|
||||
030000007e0500001920000011810000,NSO N64 Controller,+rightx:b2,+righty:b3,-rightx:b4,-righty:b10,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,misc1:b5,rightshoulder:b7,righttrigger:b9,start:b11,platform:Linux,
|
||||
050000007e0500001920000001000000,NSO N64 Controller,+rightx:b8,+righty:b7,-rightx:b3,-righty:b2,a:b1,b:b0,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,rightshoulder:b5,righttrigger:b10,start:b9,platform:Linux,
|
||||
@@ -1538,8 +1568,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000550900001072000011010000,NVIDIA Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,leftshoulder:b4,leftstick:b8,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000550900001472000011010000,NVIDIA Controller,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
|
||||
05000000550900001472000001000000,NVIDIA Controller,a:b0,b:b1,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b4,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b8,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
|
||||
030000004b120000014d000000010000,NYKO Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000451300000830000010010000,NYKO CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000004b120000014d000000010000,Nyko Airflo EX,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000451300000830000010010000,Nyko CORE,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
19000000010000000100000001010000,ODROID Go 2,a:b1,b:b0,dpdown:b7,dpleft:b8,dpright:b9,dpup:b6,guide:b10,leftshoulder:b4,leftstick:b12,lefttrigger:b11,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b13,righttrigger:b14,start:b15,x:b2,y:b3,platform:Linux,
|
||||
19000000010000000200000011000000,ODROID Go 2,a:b1,b:b0,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b12,leftshoulder:b4,leftstick:b14,lefttrigger:b13,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b16,start:b17,x:b2,y:b3,platform:Linux,
|
||||
05000000362800000100000002010000,OUYA Controller,a:b0,b:b3,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b14,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b2,platform:Linux,
|
||||
@@ -1584,8 +1614,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000d62000000b20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000d62000000f20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000250900000017000010010000,PS/SS/N64 Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b5,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2~,righty:a3,start:b8,platform:Linux,
|
||||
03000000250900000017000010010000,PS SS N64 Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b5,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2~,righty:a3,start:b8,platform:Linux,
|
||||
03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000120c0000160e000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000341a00003608000011010000,PS3 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000004c0500006802000010010000,PS3 Controller,a:b14,b:b13,back:b0,dpdown:b6,dpleft:b7,dpright:b5,dpup:b4,guide:b16,leftshoulder:b10,leftstick:b1,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b2,righttrigger:b9,rightx:a2,righty:a3,start:b3,x:b15,y:b12,platform:Linux,
|
||||
030000004c0500006802000010810000,PS3 Controller,a:b0,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,guide:b10,leftshoulder:b4,leftstick:b11,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
|
||||
@@ -1635,11 +1666,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000222c00000023000011010000,Qanba Obsidian Arcade Joystick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
030000009b2800000300000001010000,Raphnet 4nes4snes,a:b0,b:b4,back:b2,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux,
|
||||
030000009b2800004200000001010000,Raphnet Dual NES Adapter,a:b0,b:b1,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b3,platform:Linux,
|
||||
0300132d9b2800006500000000000000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
|
||||
0300132d9b2800006500000001010000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
|
||||
030000009b2800006500000000000000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
|
||||
030000009b2800006500000001010000,Raphnet GameCube Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
|
||||
03000000401700007f05000001010000,Raphnet GC and N64 Adapter,a:b5,b:b3,back:b8,dpdown:b10,dpleft:b12,dpright:b11,dpup:b9,leftshoulder:b6,lefttrigger:-a4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:-a5,rightx:a2,righty:a3,start:b1,x:b4,y:b2,platform:Linux,
|
||||
030000009b2800003200000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
|
||||
030000009b2800006000000001010000,Raphnet GC and N64 Adapter,a:b0,b:b7,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b2,righttrigger:b5,rightx:a3,righty:a4,start:b3,x:b1,y:b8,platform:Linux,
|
||||
030000009b2800003c00000001010000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Linux,
|
||||
030000009b2800006100000001010000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Linux,
|
||||
030000009b2800006300000001010000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Linux,
|
||||
030000009b2800006400000001010000,Raphnet N64 Adapter,+rightx:b9,+righty:b7,-rightx:b8,-righty:b6,a:b0,b:b1,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,leftshoulder:b4,lefttrigger:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b3,platform:Linux,
|
||||
030000009b2800008000000020020000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Linux,
|
||||
030000009b2800008000000001010000,Raphnet Wii Classic Adapter V3,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Linux,
|
||||
@@ -1661,7 +1695,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000321500000b10000011010000,Razer Wolverine PS5 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
0300000032150000140a000001010000,Razer Wolverine Ultimate Xbox,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000000d0f0000c100000010010000,Retro Bit Legacy16,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b12,leftshoulder:b4,lefttrigger:b6,misc1:b13,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000000d0f0000c100000072056800,Retro Bit Legacy16,a:b1,b:b0,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,guide:b5,leftshoulder:b9,lefttrigger:+a4,misc1:b11,rightshoulder:b10,righttrigger:+a5,start:b6,x:b3,y:b2,platform:Linux,
|
||||
03000000790000001100000010010000,Retro Controller,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
0300000003040000c197000011010000,Retrode Adapter,a:b0,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b1,y:b5,platform:Linux,
|
||||
190000004b4800000111000000010000,RetroGame Joypad,a:b1,b:b0,back:b8,dpdown:b14,dpleft:b15,dpright:b16,dpup:b13,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
@@ -1695,36 +1728,23 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000952e00004e43000011010000,Scuf Envision,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b9,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000a30c00002500000011010000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Linux,
|
||||
03000000790000001100000011010000,Sega Saturn,a:b1,b:b2,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000790000002201000011010000,Sega Saturn,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b5,rightshoulder:b6,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000b40400000a01000000010000,Sega Saturn,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Linux,
|
||||
03000000632500002305000010010000,ShanWan Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000632500002605000010010000,Shanwan Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000632500007505000010010000,Shanwan Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000bc2000000055000010010000,Shanwan Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000f025000021c1000010010000,Shanwan Gioteck PS3 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000632500002605000010010000,ShanWan Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000632500007505000010010000,ShanWan Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000bc2000000055000010010000,ShanWan Gamepad,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000341a00000908000010010000,SL6566,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
03000000250900000500000000010000,SmartJoy PlayStation Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
|
||||
030000004b2900000430000011000000,Snakebyte Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000790000002601000011010000,SNES Controller,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
050000004c050000cc09000001000000,Sony DualShock 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
03000000666600006706000000010000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Linux,
|
||||
03000000d9040000160f000000010000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
030000004c050000da0c000011010000,Sony PlayStation Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000d9040000160f000000010000,Sony PlayStation Controller Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000ff000000cb01000010010000,Sony PlayStation Portable,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000004c0500003713000011010000,Sony PlayStation Vita,a:b1,b:b2,back:b8,dpdown:b13,dpleft:b15,dpright:b14,dpup:b12,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000250900000500000000010000,Sony PS2 pad with SmartJoy Adapter,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Linux,
|
||||
030000005e0400008e02000073050000,Speedlink Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000020200000,SpeedLink Xeox Pro Analog,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000112000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000112000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,
|
||||
03000000de2800000211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,
|
||||
03000000de2800004211000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800004211000011010000,Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,
|
||||
03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000de2800000212000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000512000010010000,Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux,
|
||||
03000000de2800000512000011010000,Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,misc1:b2,paddle1:b21,paddle2:b20,paddle3:b23,paddle4:b22,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux,
|
||||
03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b10,guide:b11,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Linux,
|
||||
03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
@@ -1742,7 +1762,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
030000008f0e00001431000010010000,SZMY Power PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000e40a00000307000011010000,Taito Egret II Mini Control Panel,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Linux,
|
||||
03000000e40a00000207000011010000,Taito Egret II Mini Controller,a:b4,b:b2,back:b6,guide:b9,leftx:a0,lefty:a1,rightshoulder:b0,righttrigger:b1,start:b7,x:b8,y:b3,platform:Linux,
|
||||
03000000ba2200000701000001010000,Technology Innovation PS2 Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Linux,
|
||||
03000000ba2200000701000001010000,Technology Innovation PlayStation Adapter,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a5,righty:a2,start:b9,x:b3,y:b2,platform:Linux,
|
||||
03000000790000001c18000011010000,TGZ Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000591c00002400000010010000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000591c00002600000010010000,THEGamepad,a:b2,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux,
|
||||
@@ -1772,11 +1792,24 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000f00600000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux,
|
||||
030000005f140000c501000010010000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux,
|
||||
06000000f51000000870000003010000,Turtle Beach Recon,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000100800000100000010010000,Twin PS2 Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000100800000100000010010000,Twin PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000c0160000e105000010010000,Ultimate Atari Fight Stick,a:b1,b:b2,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b8,x:b0,y:b3,platform:Linux,
|
||||
03000000151900005678000010010000,Uniplay U6,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000100800000300000010010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000790000000600000007010000,USB gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000790000000600000007010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b3,y:b0,platform:Linux,
|
||||
03000000790000001100000000010000,USB Gamepad,a:b2,b:b1,back:b8,dpdown:a0,dpleft:a1,dpright:a2,dpup:a4,start:b9,platform:Linux,
|
||||
03000000de2800000112000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000112000011010000,Valve Steam Controller,a:b2,b:b3,back:b10,dpdown:+a5,dpleft:-a4,dpright:+a4,dpup:-a5,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b15,paddle2:b16,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,
|
||||
03000000de2800000211000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000211000011010000,Valve Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,
|
||||
03000000de2800004211000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800004211000011010000,Valve Steam Controller,a:b2,b:b3,back:b10,dpdown:b18,dpleft:b19,dpright:b20,dpup:b17,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,paddle1:b16,paddle2:b15,rightshoulder:b7,righttrigger:a6,rightx:a2,righty:a3,start:b11,x:b4,y:b5,platform:Linux,
|
||||
03000000de280000fc11000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000de2800000212000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000de2800000511000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
05000000de2800000611000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b10,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000de2800000512000010010000,Valve Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux,
|
||||
03000000de2800000512000011010000,Valve Steam Deck,a:b3,b:b4,back:b11,dpdown:b17,dpleft:b18,dpright:b19,dpup:b16,guide:b13,leftshoulder:b7,leftstick:b14,lefttrigger:a9,leftx:a0,lefty:a1,misc1:b2,paddle1:b21,paddle2:b20,paddle3:b23,paddle4:b22,rightshoulder:b8,rightstick:b15,righttrigger:a8,rightx:a2,righty:a3,start:b12,x:b5,y:b6,platform:Linux,
|
||||
03000000790000001a18000011010000,Venom PS4 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000790000001b18000011010000,Venom PS4 Arcade Joystick,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
030000006f0e00000302000011010000,Victrix Pro Fightstick PS4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
|
||||
@@ -1785,24 +1818,30 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
05000000434f4d4d414e440000000000,VX Gaming Command Series,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
0000000058626f782033363020576900,Xbox 360 Controller,a:b0,b:b1,back:b14,dpdown:b11,dpleft:b12,dpright:b13,dpup:b10,guide:b7,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400001907000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000002010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000010010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000014010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000047010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000072050000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400009102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000000010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000007010000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000030060000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00001503000000020000,Xbox 360 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400008e02000000010000,Xbox 360 EasySMX,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000a102000014010000,Xbox 360 Receiver,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b11,dpright:b12,dpup:b13,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
0000000058626f782047616d65706100,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e0400000202000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400008e02000072050000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000006f0e00001304000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000ffff0000ffff000000010000,Xbox Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b3,y:b4,platform:Linux,
|
||||
030000005e0400000a0b000005040000,Xbox One Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b11,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Linux,
|
||||
030000005e040000d102000002010000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
030000005e040000ea02000001030000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000200b000013050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000200b000017050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000200b000023050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000220b000017050000,Xbox One Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b15,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000fd02000030110000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
@@ -1838,12 +1877,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
060000005e040000120b00000b050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b00000d050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b00000f050000,Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
060000005e040000120b000011050000,Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
050000005e040000130b000022050000,Xbox Series X Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000200b000013050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000200b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000200b000023050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
050000005e040000220b000017050000,Xbox Wireless Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
|
||||
060000005e040000120b000011050000,Xbox Series X Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
|
||||
03000000450c00002043000010010000,XEOX SL6556 BK,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
05000000172700004431000029010000,XiaoMi Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b20,leftshoulder:b6,leftstick:b13,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a6,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Linux,
|
||||
03000000c0160000e105000001010000,XinMo Dual Arcade,a:b4,b:b3,back:b6,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b9,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b1,y:b0,platform:Linux,
|
||||
@@ -1852,6 +1887,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
03000000120c0000100e000011010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000120c0000101e000011010000,Zeroplus P4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000120c0000182e000011010000,Zeroplus PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
|
||||
03000000790000002201000011010000,ZhiXu GuliKit D,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
|
||||
|
||||
# Android
|
||||
38653964633230666463343334313533,8BitDo Adapter,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
@@ -1962,7 +1998,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
65656436646661313232656661616130,Hori PC Engine Mini Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,start:b18,platform:Android,
|
||||
31303433326562636431653534636633,Hori Real Arcade Pro 3,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android,
|
||||
32656664353964393561366362333636,Hori Switch Split Pad Pro,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android,
|
||||
30306539356238653637313730656134,HORIPAD Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android,
|
||||
30306539356238653637313730656134,Horipad Switch Pro Controller,a:b0,b:b1,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b19,y:b2,platform:Android,
|
||||
48797065726b696e2050616400000000,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android,
|
||||
62333331353131353034386136626636,Hyperkin Admiral N64 Controller,+rightx:b6,+righty:b7,-rightx:b17,-righty:b5,a:b1,b:b0,leftshoulder:b3,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b20,start:b18,platform:Android,
|
||||
31306635363562663834633739396333,Hyperkin N64 Adapter,a:b1,b:b19,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a2,righty:a3,start:b18,platform:Android,
|
||||
@@ -1986,6 +2022,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
4c6f6769746563682047616d65706164,Logitech F710,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
64396331333230326333313330336533,Logitech F710,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
39653365373864633935383236363438,Logitech G Cloud,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
33373336396634316434323337666361,Logitech RumblePad 2,a:b22,b:b23,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b24,platform:Android,
|
||||
416d617a6f6e2047616d6520436f6e74,Luna Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android,
|
||||
4c756e612047616d6570616400000000,Luna Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
30363066623539323534363639323363,Magic NS,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android,
|
||||
@@ -2029,7 +2066,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
4f5559412047616d6520436f6e74726f,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b6,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,x:b1,y:b19,platform:Android,
|
||||
506572666f726d616e63652044657369,PDP PS3 Rock Candy Controller,a:b1,b:b17,back:h0.2,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b4,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b16,x:b0,y:b2,platform:Android,
|
||||
61653962353232366130326530363061,Pokken,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,rightshoulder:b20,righttrigger:b10,start:b18,x:b0,y:b2,platform:Android,
|
||||
32666633663735353234363064386132,PS2,a:b23,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a3,righty:a2,start:b30,x:b24,y:b21,platform:Android,
|
||||
32666633663735353234363064386132,PS2 Controller,a:b23,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a3,righty:a2,start:b30,x:b24,y:b21,platform:Android,
|
||||
050000004c05000068020000dfff3f00,PS3 Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
536f6e7920504c415953544154494f4e,PS3 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
61363034663839376638653463633865,PS3 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
@@ -2083,7 +2120,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
526574726f5553422e636f6d20534e45,RetroUSB SNES RetroPort,a:b1,b:b20,back:b19,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b2,x:b0,y:b3,platform:Android,
|
||||
64643037633038386238303966376137,RetroUSB SNES RetroPort,a:b1,b:b20,back:b19,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,rightshoulder:b10,start:b2,x:b0,y:b3,platform:Android,
|
||||
37656564346533643138636436356230,Rock Candy Switch Controller,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b15,lefttrigger:b9,leftx:a0,lefty:a1,misc1:b7,rightshoulder:b20,rightstick:b6,righttrigger:b10,rightx:a2,righty:a3,start:b18,x:b0,y:b2,platform:Android,
|
||||
33373336396634316434323337666361,RumblePad 2,a:b22,b:b23,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b21,y:b24,platform:Android,
|
||||
36363537303435333566386638366333,Samsung EIGP20,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
53616d73756e672047616d6520506164,Samsung EIGP20,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
66386565396238363534313863353065,Sanwa PlayOnline Mobile,a:b21,b:b22,back:b23,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b24,platform:Android,
|
||||
@@ -2102,8 +2138,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
576972656c65737320436f6e74726f6c,Sony PlayStation Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
63303964303462366136616266653561,Sony PSP,a:b21,b:b22,back:b27,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b28,x:b23,y:b24,platform:Android,
|
||||
63376637643462343766333462383235,Sony Vita,a:b1,b:b19,back:b17,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftx:a0,lefty:a1,rightshoulder:b20,rightx:a3,righty:a4,start:b18,x:b0,y:b2,platform:Android,
|
||||
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,
|
||||
05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,
|
||||
0500000011010000201400000f7e0f00,SteelSeries Nimbus,a:b0,b:b1,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b20,righttrigger:b10,rightx:a2,righty:a3,x:b19,y:b2,platform:Android,
|
||||
35306436396437373135383665646464,SteelSeries Nimbus Plus,a:b0,b:b1,leftshoulder:b3,leftstick:b17,lefttrigger:b9,leftx:a0,rightshoulder:b20,rightstick:b18,righttrigger:b10,rightx:a2,x:b19,y:b2,platform:Android,
|
||||
33313930373536613937326534303931,Taito Egret II Mini Control Panel,a:b25,b:b23,back:b27,guide:b30,leftx:a0,lefty:a1,rightshoulder:b21,righttrigger:b22,start:b28,x:b29,y:b24,platform:Android,
|
||||
@@ -2113,6 +2147,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
38346162326232346533316164363336,THEGamepad,a:b23,b:b22,back:b27,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b28,x:b24,y:b21,platform:Android,
|
||||
050000004f0400000ed00000fffe3f00,Thrustmaster eSwap Pro Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
5477696e20555342204a6f7973746963,Twin Joystick,a:b22,b:b21,back:b28,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,leftstick:b30,lefttrigger:b24,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b31,righttrigger:b25,rightx:a3,righty:a2,start:b29,x:b23,y:b20,platform:Android,
|
||||
05000000de2800000511000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,
|
||||
05000000de2800000611000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:Android,
|
||||
30623739343039643830333266346439,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
31643365666432386133346639383937,Valve Steam Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,leftx:a0,lefty:a1,paddle1:b24,paddle2:b23,rightshoulder:b10,rightstick:b8,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
30386438313564306161393537333663,Wii Classic Adapter,a:b23,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b27,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b28,righttrigger:b26,rightx:a2,righty:a3,start:b30,x:b24,y:b21,platform:Android,
|
||||
@@ -2146,8 +2182,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
050000005e040000ea02000000783f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
050000005e040000fd020000ff7f3f00,Xbox One S Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
050000005e040000120b000000783f00,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Android,
|
||||
050000005e040000120b000000783f80,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
050000005e040000130b0000ffff3f00,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
050000005e040000120b000000783f80,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
050000005e040000130b0000ffff3f00,Xbox Series Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
65633038363832353634653836396239,Xbox Series Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
|
||||
050000001727000044310000ffff3f00,XiaoMi Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a7,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a6,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android,
|
||||
|
||||
@@ -2175,6 +2211,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
050000007e050000072000004f060000,Nintendo Switch Joy-Con (R),+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b2,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b1,y:b3,platform:iOS,
|
||||
050000007e05000009200000df870000,Nintendo Switch Pro Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b10,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:iOS,
|
||||
050000007e05000009200000ff870000,Nintendo Switch Pro Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b3,y:b2,platform:iOS,
|
||||
05000000ac050000040000008e586d04,PlayStation VR2 Sense Controller (L),+leftx:+a3,+lefty:+a1,-leftx:+a2,-lefty:+a4,back:b2,leftstick:b4,lefttrigger:+a7,paddle2:b3,x:b0,y:b1,platform:iOS,
|
||||
05000000ac050000040000000eb86d04,PlayStation VR2 Sense Controller (R),+rightx:+a3,+righty:+a1,-rightx:+a2,-righty:+a4,a:b0,b:b1,paddle1:b3,rightstick:b4,righttrigger:+a7,start:b2,platform:iOS,
|
||||
050000004c050000cc090000df070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
|
||||
050000004c050000cc090000df870001,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
|
||||
050000004c050000cc090000ff070000,PS4 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS,
|
||||
@@ -2184,11 +2222,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
|
||||
050000004c050000e60c0000ff870000,PS5 Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,touchpad:b11,x:b2,y:b3,platform:iOS,
|
||||
05000000ac0500000300000000006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS,
|
||||
05000000ac0500000300000043006d03,Remote,a:b0,b:b2,leftx:a0,lefty:a1,platform:iOS,
|
||||
05000000de2800000511000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,
|
||||
05000000de2800000611000001000000,Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000050b0000df070001,Xbox Elite Wireless Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b10,paddle2:b12,paddle3:b11,paddle4:b13,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000050b0000ff070001,Xbox Elite Wireless Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b13,paddle3:b12,paddle4:b14,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS,
|
||||
05000000de2800000511000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,
|
||||
05000000de2800000611000001000000,Valve Steam Controller,a:b0,b:b1,back:b6,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a3,start:b7,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000050b0000df070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b10,paddle2:b12,paddle3:b11,paddle4:b13,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000050b0000ff070001,Xbox Elite Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,paddle1:b11,paddle2:b13,paddle3:b12,paddle4:b14,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000e0020000df070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000e0020000ff070000,Xbox One Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000130b0000df870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b10,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000130b0000ff870001,Xbox Series X Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000e0020000df070000,Xbox Wireless Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:iOS,
|
||||
050000005e040000e0020000ff070000,Xbox Wireless Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b10,x:b2,y:b3,platform:iOS,
|
||||
@@ -1,6 +0,0 @@
|
||||
#!/usr/bin/env bash
|
||||
|
||||
SECONDS=0
|
||||
make linux_debug
|
||||
duration=$SECONDS
|
||||
echo "$((duration / 60)) minutes and $((duration % 60)) seconds elapsed."
|
||||
@@ -1,8 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
SOURCEPATH=../source/
|
||||
|
||||
for i in "$SOURCEPATH"/*.cpp
|
||||
do
|
||||
include-what-you-use -D _DEBUG -std=c++20 -Wall "$i"
|
||||
done
|
||||
@@ -1,10 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
SOURCEPATH=../source/
|
||||
|
||||
for i in "$SOURCEPATH"/*.cpp
|
||||
do
|
||||
include-what-you-use -D DEBUG -std=c++20 -Wall "$i"
|
||||
read -r -p "Presiona cualquier tecla para continuar..."
|
||||
clear
|
||||
done
|
||||
@@ -1,15 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Verifica que se haya proporcionado un archivo como argumento
|
||||
if [ $# -eq 0 ]; then
|
||||
echo "Uso: $0 <archivo.cpp>"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
FILE="$1"
|
||||
|
||||
include-what-you-use -D _DEBUG -std=c++20 -Wall "$FILE" \
|
||||
-I../source \
|
||||
-Xiwyu --mapping_file=sdl3_mapping.imp \
|
||||
-Xiwyu --update_comments \
|
||||
-Xiwyu --verbose=3
|
||||
@@ -1,8 +0,0 @@
|
||||
# Per a un fitxer, desde l'arrel del projecte executar:
|
||||
clang-tidy source/fitxer.cpp -p build/ --fix
|
||||
|
||||
# Per a varios fitxers, desde l'arrel:
|
||||
find source/ \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
|
||||
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p build/ --fix'
|
||||
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
*:/home/sergio/gitea/coffee_crisis_arcade_edition/source/stb*
|
||||
*:/home/sergio/gitea/coffee_crisis_arcade_edition/source/gif.c
|
||||
*:/home/sergio/gitea/coffee_crisis_arcade_edition/source/jail*
|
||||
*:/usr/include/*
|
||||
*:../source/stb*
|
||||
*:../source/gif.c
|
||||
*:../source/jail*
|
||||
*:/usr/include/*
|
||||
@@ -1,15 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
# 🏁 Ruta base del proyecto
|
||||
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
|
||||
|
||||
# 📁 Ruta al build
|
||||
BUILD_DIR="$BASE_DIR/build"
|
||||
|
||||
# 📄 Archivo de mapping personalizado
|
||||
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
|
||||
|
||||
# 📦 Generar compile_commands.json
|
||||
echo "🔧 Generando compile_commands.json..."
|
||||
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
|
||||
|
||||
@@ -1,44 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Script para ejecutar clang-tidy en múltiples directorios
|
||||
# Uso: ./run_clang-tidy.sh
|
||||
|
||||
# Lista de rutas donde ejecutar clang-tidy
|
||||
PATHS=(
|
||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source"
|
||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/sections"
|
||||
"/home/sergio/gitea/coffee_crisis_arcade_edition/source/ui"
|
||||
)
|
||||
|
||||
# Ruta del directorio build (relativa desde donde se ejecuta el script)
|
||||
BUILD_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition/build/"
|
||||
|
||||
# Función para procesar un directorio
|
||||
process_directory() {
|
||||
local dir="$1"
|
||||
|
||||
echo "=== Procesando directorio: $dir ==="
|
||||
|
||||
# Verificar que el directorio existe
|
||||
if [[ ! -d "$dir" ]]; then
|
||||
echo "Error: El directorio $dir no existe"
|
||||
return 1
|
||||
fi
|
||||
|
||||
# Cambiar al directorio y ejecutar find con -maxdepth 1 para un solo nivel
|
||||
cd "$dir" || return 1
|
||||
|
||||
# Buscar archivos .cpp, .h, .hpp solo en el nivel actual (no subdirectorios)
|
||||
find . -maxdepth 1 \( -name '*.cpp' -o -name '*.h' -o -name '*.hpp' \) | \
|
||||
xargs -P4 -I{} bash -c 'echo "Procesando: {}"; clang-tidy {} -p '"$BUILD_DIR"' --fix'
|
||||
|
||||
echo "=== Completado: $dir ==="
|
||||
echo
|
||||
}
|
||||
|
||||
# Procesar cada directorio en la lista
|
||||
for path in "${PATHS[@]}"; do
|
||||
process_directory "$path"
|
||||
done
|
||||
|
||||
echo "¡Proceso completado para todos los directorios!"
|
||||
@@ -1,54 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
# Función para mostrar el uso del script
|
||||
mostrar_uso() {
|
||||
echo "Uso: $0 [-o opción]"
|
||||
echo "Opciones:"
|
||||
echo " w Ejecutar cppcheck con warning, style, performance"
|
||||
echo " a Ejecutar cppcheck con todas las opciones habilitadas"
|
||||
echo " u Ejecutar cppcheck para unusedFunction"
|
||||
}
|
||||
|
||||
# Inicializar las variables
|
||||
opcion=""
|
||||
|
||||
# Procesar las opciones
|
||||
while getopts "o:" opt; do
|
||||
case $opt in
|
||||
o)
|
||||
opcion=$OPTARG
|
||||
;;
|
||||
*)
|
||||
mostrar_uso
|
||||
exit 1
|
||||
;;
|
||||
esac
|
||||
done
|
||||
|
||||
# Ejecutar según la opción seleccionada
|
||||
case $opcion in
|
||||
w)
|
||||
cppcheck --force --enable=warning,style,performance --std=c++20 \
|
||||
--check-level=exhaustive \
|
||||
--suppressions-list=./cppcheck_suppressions \
|
||||
../source/ \
|
||||
2>./cppcheck-result-warning-style-performance.txt
|
||||
;;
|
||||
a)
|
||||
cppcheck --force --enable=all -I /usr/include --std=c++20 \
|
||||
--suppress=missingIncludeSystem \
|
||||
--suppressions-list=./cppcheck_suppressions \
|
||||
../source/ \
|
||||
2>./cppcheck-result-all.txt
|
||||
;;
|
||||
u)
|
||||
cppcheck --enable=style --std=c++20 \
|
||||
--suppressions-list=./cppcheck_suppressions \
|
||||
../source/ \
|
||||
2>./cppcheck-result-unusedFunction.txt
|
||||
;;
|
||||
*)
|
||||
mostrar_uso
|
||||
exit 1
|
||||
;;
|
||||
esac
|
||||
@@ -1,26 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
# 🏁 Ruta base del proyecto
|
||||
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
|
||||
|
||||
# 📁 Ruta al build
|
||||
BUILD_DIR="$BASE_DIR/build"
|
||||
|
||||
# 📄 Archivo de mapping personalizado
|
||||
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
|
||||
|
||||
# 📦 Generar compile_commands.json
|
||||
echo "🔧 Generando compile_commands.json..."
|
||||
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
|
||||
|
||||
# 🛠️ Ejecutar IWYU con fix_includes.py
|
||||
echo "🚀 Ejecutando IWYU..."
|
||||
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
|
||||
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers
|
||||
|
||||
# 🧹 Reemplazar // for por // Para en líneas de #include
|
||||
echo "✍️ Corrigiendo comentarios en includes..."
|
||||
find "$BASE_DIR" -type f \( -name "*.cpp" -o -name "*.h" \) -exec \
|
||||
sed -i '/^#include .*\/\/ for/s/\/\/ for/\/\/ Para/' {} +
|
||||
|
||||
echo "✅ Script completado."
|
||||
@@ -1,26 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
# 🏁 Ruta base del proyecto
|
||||
BASE_DIR="/home/sergio/gitea/coffee_crisis_arcade_edition"
|
||||
|
||||
# 📁 Ruta al build
|
||||
BUILD_DIR="$BASE_DIR/build"
|
||||
|
||||
# 📄 Archivo de mapping personalizado
|
||||
MAPPING_FILE="$BASE_DIR/linux_utils/sdl3_mapping.imp"
|
||||
|
||||
# 📦 Generar compile_commands.json
|
||||
echo "🔧 Generando compile_commands.json..."
|
||||
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -S "$BASE_DIR" -B "$BUILD_DIR"
|
||||
|
||||
# 🛠️ Ejecutar IWYU con fix_includes.py
|
||||
echo "🚀 Ejecutando IWYU..."
|
||||
iwyu_tool.py -p "$BUILD_DIR" -- -Xiwyu --mapping_file="$MAPPING_FILE" -Xiwyu --verbose=3 \
|
||||
| python3 /usr/bin/fix_includes.py --update_comments --reorder --nosafe_headers --dry_run
|
||||
|
||||
# 🧹 Reemplazar // for por // Para en líneas de #include
|
||||
echo "✍️ Corrigiendo comentarios en includes..."
|
||||
find "$BASE_DIR" -type f \( -name "*.cpp" -o -name "*.h" \) -exec \
|
||||
sed -i '/^#include .*\/\/ for/s/\/\/ for/\/\/ Para/' {} +
|
||||
|
||||
echo "✅ Script completado."
|
||||
@@ -1,6 +0,0 @@
|
||||
#!/bin/bash
|
||||
|
||||
valgrind --suppressions=valgrind_exceptions \
|
||||
--leak-check=full \
|
||||
~/gitea/coffee_crisis_arcade_edition/coffee_crisis_arcade_edition \
|
||||
> ~/gitea/coffee_crisis_arcade_edition/linux_utils/valgrind_out.txt 2>&1
|
||||
@@ -1,57 +0,0 @@
|
||||
[
|
||||
{ "include": ["<SDL3/SDL_stdinc.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_assert.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_asyncio.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_atomic.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_audio.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_bits.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_blendmode.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_camera.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_clipboard.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_cpuinfo.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_dialog.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_endian.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_error.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_events.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_filesystem.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_gamepad.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_gpu.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_guid.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_haptic.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_hidapi.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_hints.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_init.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_iostream.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_joystick.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_keyboard.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_keycode.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_loadso.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_locale.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_log.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_messagebox.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_metal.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_misc.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_mouse.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_mutex.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_pen.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_pixels.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_platform.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_power.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_process.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_properties.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_rect.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_render.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_scancode.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_sensor.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_storage.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_surface.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_system.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_thread.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_time.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_timer.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_tray.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_touch.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_version.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_video.h>", "private", "<SDL3/SDL.h>", "public"] },
|
||||
{ "include": ["<SDL3/SDL_oldnames.h>", "private", "<SDL3/SDL.h>", "public"] }
|
||||
]
|
||||
|
Before Width: | Height: | Size: 3.0 KiB |
@@ -1,12 +0,0 @@
|
||||
{
|
||||
ignore_unversioned_libs
|
||||
Memcheck:Leak
|
||||
...
|
||||
obj:*/lib*/lib*.so
|
||||
}
|
||||
{
|
||||
ignore_versioned_libs
|
||||
Memcheck:Leak
|
||||
...
|
||||
obj:*/lib*/lib*.so.*
|
||||
}
|
||||
|
After Width: | Height: | Size: 3.1 KiB |
@@ -1,106 +0,0 @@
|
||||
# SDL3 CMake configuration file:
|
||||
# This file is meant to be placed in Resources/CMake of a SDL3 framework
|
||||
|
||||
# INTERFACE_LINK_OPTIONS needs CMake 3.12
|
||||
cmake_minimum_required(VERSION 3.12)
|
||||
|
||||
include(FeatureSummary)
|
||||
set_package_properties(SDL3 PROPERTIES
|
||||
URL "https://www.libsdl.org/"
|
||||
DESCRIPTION "low level access to audio, keyboard, mouse, joystick, and graphics hardware"
|
||||
)
|
||||
|
||||
# Copied from `configure_package_config_file`
|
||||
macro(set_and_check _var _file)
|
||||
set(${_var} "${_file}")
|
||||
if(NOT EXISTS "${_file}")
|
||||
message(FATAL_ERROR "File or directory ${_file} referenced by variable ${_var} does not exist !")
|
||||
endif()
|
||||
endmacro()
|
||||
|
||||
# Copied from `configure_package_config_file`
|
||||
macro(check_required_components _NAME)
|
||||
foreach(comp ${${_NAME}_FIND_COMPONENTS})
|
||||
if(NOT ${_NAME}_${comp}_FOUND)
|
||||
if(${_NAME}_FIND_REQUIRED_${comp})
|
||||
set(${_NAME}_FOUND FALSE)
|
||||
endif()
|
||||
endif()
|
||||
endforeach()
|
||||
endmacro()
|
||||
|
||||
set(SDL3_FOUND TRUE)
|
||||
|
||||
# Compute the installation prefix relative to this file.
|
||||
set(_sdl3_framework_path "${CMAKE_CURRENT_LIST_DIR}") # > /SDL3.framework/Resources/CMake/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" REALPATH) # > /SDL3.framework/Versions/Current/Resources/CMake
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" REALPATH) # > /SDL3.framework/Versions/A/Resources/CMake/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/Versions/A/Resources/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/Versions/A/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/Versions/
|
||||
get_filename_component(_sdl3_framework_path "${_sdl3_framework_path}" PATH) # > /SDL3.framework/
|
||||
get_filename_component(_sdl3_framework_parent_path "${_sdl3_framework_path}" PATH) # > /
|
||||
|
||||
|
||||
# All targets are created, even when some might not be requested though COMPONENTS.
|
||||
# This is done for compatibility with CMake generated SDL3-target.cmake files.
|
||||
|
||||
if(NOT TARGET SDL3::Headers)
|
||||
add_library(SDL3::Headers INTERFACE IMPORTED)
|
||||
set_target_properties(SDL3::Headers
|
||||
PROPERTIES
|
||||
INTERFACE_COMPILE_OPTIONS "SHELL:-F \"${_sdl3_framework_parent_path}\""
|
||||
)
|
||||
endif()
|
||||
set(SDL3_Headers_FOUND TRUE)
|
||||
|
||||
if(NOT TARGET SDL3::SDL3-shared)
|
||||
add_library(SDL3::SDL3-shared SHARED IMPORTED)
|
||||
set_target_properties(SDL3::SDL3-shared
|
||||
PROPERTIES
|
||||
FRAMEWORK "TRUE"
|
||||
IMPORTED_LOCATION "${_sdl3_framework_path}/SDL3"
|
||||
INTERFACE_LINK_LIBRARIES "SDL3::Headers"
|
||||
COMPATIBLE_INTERFACE_BOOL "SDL3_SHARED"
|
||||
INTERFACE_SDL3_SHARED "ON"
|
||||
COMPATIBLE_INTERFACE_STRING "SDL_VERSION"
|
||||
INTERFACE_SDL_VERSION "SDL3"
|
||||
)
|
||||
endif()
|
||||
set(SDL3_SDL3-shared_FOUND TRUE)
|
||||
|
||||
set(SDL3_SDL3-static FALSE)
|
||||
|
||||
set(SDL3_SDL3_test FALSE)
|
||||
|
||||
unset(_sdl3_framework_parent_path)
|
||||
unset(_sdl3_framework_path)
|
||||
|
||||
if(SDL3_SDL3-shared_FOUND)
|
||||
set(SDL3_SDL3_FOUND TRUE)
|
||||
endif()
|
||||
|
||||
function(_sdl_create_target_alias_compat NEW_TARGET TARGET)
|
||||
if(CMAKE_VERSION VERSION_LESS "3.18")
|
||||
# Aliasing local targets is not supported on CMake < 3.18, so make it global.
|
||||
add_library(${NEW_TARGET} INTERFACE IMPORTED)
|
||||
set_target_properties(${NEW_TARGET} PROPERTIES INTERFACE_LINK_LIBRARIES "${TARGET}")
|
||||
else()
|
||||
add_library(${NEW_TARGET} ALIAS ${TARGET})
|
||||
endif()
|
||||
endfunction()
|
||||
|
||||
# Make sure SDL3::SDL3 always exists
|
||||
if(NOT TARGET SDL3::SDL3)
|
||||
if(TARGET SDL3::SDL3-shared)
|
||||
_sdl_create_target_alias_compat(SDL3::SDL3 SDL3::SDL3-shared)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
check_required_components(SDL3)
|
||||
|
||||
set(SDL3_LIBRARIES SDL3::SDL3)
|
||||
set(SDL3_STATIC_LIBRARIES SDL3::SDL3-static)
|
||||
set(SDL3_STATIC_PRIVATE_LIBS)
|
||||
|
||||
set(SDL3TEST_LIBRARY SDL3::SDL3_test)
|
||||
@@ -1,57 +0,0 @@
|
||||
# based on the files generated by CMake's write_basic_package_version_file
|
||||
|
||||
# SDL CMake version configuration file:
|
||||
# This file is meant to be placed in Resources/CMake of a SDL3 framework
|
||||
|
||||
cmake_minimum_required(VERSION 3.12)
|
||||
|
||||
if(NOT EXISTS "${CMAKE_CURRENT_LIST_DIR}/../../Headers/SDL_version.h")
|
||||
message(AUTHOR_WARNING "Could not find SDL_version.h. This script is meant to be placed in the Resources/CMake directory of SDL2.framework")
|
||||
return()
|
||||
endif()
|
||||
|
||||
file(READ "${CMAKE_CURRENT_LIST_DIR}/../../Headers/SDL_version.h" _sdl_version_h)
|
||||
string(REGEX MATCH "#define[ \t]+SDL_MAJOR_VERSION[ \t]+([0-9]+)" _sdl_major_re "${_sdl_version_h}")
|
||||
set(_sdl_major "${CMAKE_MATCH_1}")
|
||||
string(REGEX MATCH "#define[ \t]+SDL_MINOR_VERSION[ \t]+([0-9]+)" _sdl_minor_re "${_sdl_version_h}")
|
||||
set(_sdl_minor "${CMAKE_MATCH_1}")
|
||||
string(REGEX MATCH "#define[ \t]+SDL_MICRO_VERSION[ \t]+([0-9]+)" _sdl_micro_re "${_sdl_version_h}")
|
||||
set(_sdl_micro "${CMAKE_MATCH_1}")
|
||||
if(_sdl_major_re AND _sdl_minor_re AND _sdl_micro_re)
|
||||
set(PACKAGE_VERSION "${_sdl_major}.${_sdl_minor}.${_sdl_micro}")
|
||||
else()
|
||||
message(AUTHOR_WARNING "Could not extract version from SDL_version.h.")
|
||||
return()
|
||||
endif()
|
||||
|
||||
unset(_sdl_major_re)
|
||||
unset(_sdl_major)
|
||||
unset(_sdl_minor_re)
|
||||
unset(_sdl_minor)
|
||||
unset(_sdl_micro_re)
|
||||
unset(_sdl_micro)
|
||||
|
||||
if(PACKAGE_FIND_VERSION_RANGE)
|
||||
# Package version must be in the requested version range
|
||||
if ((PACKAGE_FIND_VERSION_RANGE_MIN STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION_MIN)
|
||||
OR ((PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "INCLUDE" AND PACKAGE_VERSION VERSION_GREATER PACKAGE_FIND_VERSION_MAX)
|
||||
OR (PACKAGE_FIND_VERSION_RANGE_MAX STREQUAL "EXCLUDE" AND PACKAGE_VERSION VERSION_GREATER_EQUAL PACKAGE_FIND_VERSION_MAX)))
|
||||
set(PACKAGE_VERSION_COMPATIBLE FALSE)
|
||||
else()
|
||||
set(PACKAGE_VERSION_COMPATIBLE TRUE)
|
||||
endif()
|
||||
else()
|
||||
if(PACKAGE_VERSION VERSION_LESS PACKAGE_FIND_VERSION)
|
||||
set(PACKAGE_VERSION_COMPATIBLE FALSE)
|
||||
else()
|
||||
set(PACKAGE_VERSION_COMPATIBLE TRUE)
|
||||
if(PACKAGE_FIND_VERSION STREQUAL PACKAGE_VERSION)
|
||||
set(PACKAGE_VERSION_EXACT TRUE)
|
||||
endif()
|
||||
endif()
|
||||
endif()
|
||||
|
||||
# The SDL3.xcframework only contains 64-bit archives
|
||||
if(NOT "${CMAKE_SIZEOF_VOID_P}" EQUAL "8")
|
||||
set(PACKAGE_VERSION_UNSUITABLE TRUE)
|
||||
endif()
|
||||
@@ -1,90 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Main include header for the SDL library, version 3.2.20
|
||||
*
|
||||
* It is almost always best to include just this one header instead of
|
||||
* picking out individual headers included here. There are exceptions to
|
||||
* this rule--SDL_main.h is special and not included here--but usually
|
||||
* letting SDL.h include the kitchen sink for you is the correct approach.
|
||||
*/
|
||||
|
||||
#ifndef SDL_h_
|
||||
#define SDL_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_assert.h>
|
||||
#include <SDL3/SDL_asyncio.h>
|
||||
#include <SDL3/SDL_atomic.h>
|
||||
#include <SDL3/SDL_audio.h>
|
||||
#include <SDL3/SDL_bits.h>
|
||||
#include <SDL3/SDL_blendmode.h>
|
||||
#include <SDL3/SDL_camera.h>
|
||||
#include <SDL3/SDL_clipboard.h>
|
||||
#include <SDL3/SDL_cpuinfo.h>
|
||||
#include <SDL3/SDL_dialog.h>
|
||||
#include <SDL3/SDL_endian.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_filesystem.h>
|
||||
#include <SDL3/SDL_gamepad.h>
|
||||
#include <SDL3/SDL_gpu.h>
|
||||
#include <SDL3/SDL_guid.h>
|
||||
#include <SDL3/SDL_haptic.h>
|
||||
#include <SDL3/SDL_hidapi.h>
|
||||
#include <SDL3/SDL_hints.h>
|
||||
#include <SDL3/SDL_init.h>
|
||||
#include <SDL3/SDL_iostream.h>
|
||||
#include <SDL3/SDL_joystick.h>
|
||||
#include <SDL3/SDL_keyboard.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <SDL3/SDL_loadso.h>
|
||||
#include <SDL3/SDL_locale.h>
|
||||
#include <SDL3/SDL_log.h>
|
||||
#include <SDL3/SDL_messagebox.h>
|
||||
#include <SDL3/SDL_metal.h>
|
||||
#include <SDL3/SDL_misc.h>
|
||||
#include <SDL3/SDL_mouse.h>
|
||||
#include <SDL3/SDL_mutex.h>
|
||||
#include <SDL3/SDL_pen.h>
|
||||
#include <SDL3/SDL_pixels.h>
|
||||
#include <SDL3/SDL_platform.h>
|
||||
#include <SDL3/SDL_power.h>
|
||||
#include <SDL3/SDL_process.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_rect.h>
|
||||
#include <SDL3/SDL_render.h>
|
||||
#include <SDL3/SDL_scancode.h>
|
||||
#include <SDL3/SDL_sensor.h>
|
||||
#include <SDL3/SDL_storage.h>
|
||||
#include <SDL3/SDL_surface.h>
|
||||
#include <SDL3/SDL_system.h>
|
||||
#include <SDL3/SDL_thread.h>
|
||||
#include <SDL3/SDL_time.h>
|
||||
#include <SDL3/SDL_timer.h>
|
||||
#include <SDL3/SDL_tray.h>
|
||||
#include <SDL3/SDL_touch.h>
|
||||
#include <SDL3/SDL_version.h>
|
||||
#include <SDL3/SDL_video.h>
|
||||
#include <SDL3/SDL_oldnames.h>
|
||||
|
||||
#endif /* SDL_h_ */
|
||||
@@ -1,662 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryAssert
|
||||
*
|
||||
* A helpful assertion macro!
|
||||
*
|
||||
* SDL assertions operate like your usual `assert` macro, but with some added
|
||||
* features:
|
||||
*
|
||||
* - It uses a trick with the `sizeof` operator, so disabled assertions
|
||||
* vaporize out of the compiled code, but variables only referenced in the
|
||||
* assertion won't trigger compiler warnings about being unused.
|
||||
* - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else
|
||||
* do_something();`
|
||||
* - It works the same everywhere, instead of counting on various platforms'
|
||||
* compiler and C runtime to behave.
|
||||
* - It provides multiple levels of assertion (SDL_assert, SDL_assert_release,
|
||||
* SDL_assert_paranoid) instead of a single all-or-nothing option.
|
||||
* - It offers a variety of responses when an assertion fails (retry, trigger
|
||||
* the debugger, abort the program, ignore the failure once, ignore it for
|
||||
* the rest of the program's run).
|
||||
* - It tries to show the user a dialog by default, if possible, but the app
|
||||
* can provide a callback to handle assertion failures however they like.
|
||||
* - It lets failed assertions be retried. Perhaps you had a network failure
|
||||
* and just want to retry the test after plugging your network cable back
|
||||
* in? You can.
|
||||
* - It lets the user ignore an assertion failure, if there's a harmless
|
||||
* problem that one can continue past.
|
||||
* - It lets the user mark an assertion as ignored for the rest of the
|
||||
* program's run; if there's a harmless problem that keeps popping up.
|
||||
* - It provides statistics and data on all failed assertions to the app.
|
||||
* - It allows the default assertion handler to be controlled with environment
|
||||
* variables, in case an automated script needs to control it.
|
||||
* - It can be used as an aid to Clang's static analysis; it will treat SDL
|
||||
* assertions as universally true (under the assumption that you are serious
|
||||
* about the asserted claims and that your debug builds will detect when
|
||||
* these claims were wrong). This can help the analyzer avoid false
|
||||
* positives.
|
||||
*
|
||||
* To use it: compile a debug build and just sprinkle around tests to check
|
||||
* your code!
|
||||
*/
|
||||
|
||||
#ifndef SDL_assert_h_
|
||||
#define SDL_assert_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* The level of assertion aggressiveness.
|
||||
*
|
||||
* This value changes depending on compiler options and other preprocessor
|
||||
* defines.
|
||||
*
|
||||
* It is currently one of the following values, but future SDL releases might
|
||||
* add more:
|
||||
*
|
||||
* - 0: All SDL assertion macros are disabled.
|
||||
* - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled.
|
||||
* - 2: Debug settings: SDL_assert and SDL_assert_release enabled.
|
||||
* - 3: Paranoid settings: All SDL assertion macros enabled, including
|
||||
* SDL_assert_paranoid.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors
|
||||
|
||||
#elif !defined(SDL_ASSERT_LEVEL)
|
||||
#ifdef SDL_DEFAULT_ASSERT_LEVEL
|
||||
#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL
|
||||
#elif defined(_DEBUG) || defined(DEBUG) || \
|
||||
(defined(__GNUC__) && !defined(__OPTIMIZE__))
|
||||
#define SDL_ASSERT_LEVEL 2
|
||||
#else
|
||||
#define SDL_ASSERT_LEVEL 1
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Attempt to tell an attached debugger to pause.
|
||||
*
|
||||
* This allows an app to programmatically halt ("break") the debugger as if it
|
||||
* had hit a breakpoint, allowing the developer to examine program state, etc.
|
||||
*
|
||||
* This is a macro--not a function--so that the debugger breaks on the source
|
||||
* code line that used SDL_TriggerBreakpoint and not in some random guts of
|
||||
* SDL. SDL_assert uses this macro for the same reason.
|
||||
*
|
||||
* If the program is not running under a debugger, SDL_TriggerBreakpoint will
|
||||
* likely terminate the app, possibly without warning. If the current platform
|
||||
* isn't supported, this macro is left undefined.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner
|
||||
|
||||
#elif defined(_MSC_VER) && _MSC_VER >= 1310
|
||||
/* Don't include intrin.h here because it contains C++ code */
|
||||
extern void __cdecl __debugbreak(void);
|
||||
#define SDL_TriggerBreakpoint() __debugbreak()
|
||||
#elif defined(_MSC_VER) && defined(_M_IX86)
|
||||
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
|
||||
#elif defined(ANDROID)
|
||||
#include <assert.h>
|
||||
#define SDL_TriggerBreakpoint() assert(0)
|
||||
#elif SDL_HAS_BUILTIN(__builtin_debugtrap)
|
||||
#define SDL_TriggerBreakpoint() __builtin_debugtrap()
|
||||
#elif SDL_HAS_BUILTIN(__builtin_trap)
|
||||
#define SDL_TriggerBreakpoint() __builtin_trap()
|
||||
#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" )
|
||||
#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv)
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" )
|
||||
#elif ( defined(SDL_PLATFORM_APPLE) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" )
|
||||
#elif defined(SDL_PLATFORM_APPLE) && defined(__arm__)
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" )
|
||||
#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) )
|
||||
#define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" )
|
||||
#elif defined(__GNUC__) || defined(__clang__)
|
||||
#define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */
|
||||
#elif defined(__386__) && defined(__WATCOMC__)
|
||||
#define SDL_TriggerBreakpoint() { _asm { int 0x03 } }
|
||||
#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__)
|
||||
#include <signal.h>
|
||||
#define SDL_TriggerBreakpoint() raise(SIGTRAP)
|
||||
#else
|
||||
/* SDL_TriggerBreakpoint is intentionally left undefined on unknown platforms. */
|
||||
#endif
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the current function being compiled.
|
||||
*
|
||||
* If SDL can't figure how the compiler reports this, it will use "???".
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FUNCTION __FUNCTION__
|
||||
|
||||
#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */
|
||||
# define SDL_FUNCTION __func__
|
||||
#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__))
|
||||
# define SDL_FUNCTION __FUNCTION__
|
||||
#else
|
||||
# define SDL_FUNCTION "???"
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A macro that reports the current file being compiled.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FILE __FILE__
|
||||
|
||||
/**
|
||||
* A macro that reports the current line number of the file being compiled.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_LINE __LINE__
|
||||
|
||||
/*
|
||||
sizeof (x) makes the compiler still parse the expression even without
|
||||
assertions enabled, so the code is always checked at compile time, but
|
||||
doesn't actually generate code for it, so there are no side effects or
|
||||
expensive checks at run time, just the constant size of what x WOULD be,
|
||||
which presumably gets optimized out as unused.
|
||||
This also solves the problem of...
|
||||
|
||||
int somevalue = blah();
|
||||
SDL_assert(somevalue == 1);
|
||||
|
||||
...which would cause compiles to complain that somevalue is unused if we
|
||||
disable assertions.
|
||||
*/
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro for wrapping code in `do {} while (0);` without compiler warnings.
|
||||
*
|
||||
* Visual Studio with really aggressive warnings enabled needs this to avoid
|
||||
* compiler complaints.
|
||||
*
|
||||
* the `do {} while (0);` trick is useful for wrapping code in a macro that
|
||||
* may or may not be a single statement, to avoid various C language
|
||||
* accidents.
|
||||
*
|
||||
* To use:
|
||||
*
|
||||
* ```c
|
||||
* do { SomethingOnce(); } while (SDL_NULL_WHILE_LOOP_CONDITION (0));
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
|
||||
|
||||
#elif defined(_MSC_VER) /* Avoid /W4 warnings. */
|
||||
/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking
|
||||
this condition isn't constant. And looks like an owl's face! */
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0,0)
|
||||
#else
|
||||
#define SDL_NULL_WHILE_LOOP_CONDITION (0)
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The macro used when an assertion is disabled.
|
||||
*
|
||||
* This isn't for direct use by apps, but this is the code that is inserted
|
||||
* when an SDL_assert is disabled (perhaps in a release build).
|
||||
*
|
||||
* The code does nothing, but wraps `condition` in a sizeof operator, which
|
||||
* generates no code and has no side effects, but avoid compiler warnings
|
||||
* about unused variables.
|
||||
*
|
||||
* \param condition the condition to assert (but not actually run here).
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_disabled_assert(condition) \
|
||||
do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION)
|
||||
|
||||
/**
|
||||
* Possible outcomes from a triggered assertion.
|
||||
*
|
||||
* When an enabled assertion triggers, it may call the assertion handler
|
||||
* (possibly one provided by the app via SDL_SetAssertionHandler), which will
|
||||
* return one of these values, possibly after asking the user.
|
||||
*
|
||||
* Then SDL will respond based on this outcome (loop around to retry the
|
||||
* condition, try to break in a debugger, kill the program, or ignore the
|
||||
* problem).
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AssertState
|
||||
{
|
||||
SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */
|
||||
SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */
|
||||
SDL_ASSERTION_ABORT, /**< Terminate the program. */
|
||||
SDL_ASSERTION_IGNORE, /**< Ignore the assert. */
|
||||
SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */
|
||||
} SDL_AssertState;
|
||||
|
||||
/**
|
||||
* Information about an assertion failure.
|
||||
*
|
||||
* This structure is filled in with information about a triggered assertion,
|
||||
* used by the assertion handler, then added to the assertion report. This is
|
||||
* returned as a linked list from SDL_GetAssertionReport().
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_AssertData
|
||||
{
|
||||
bool always_ignore; /**< true if app should always continue when assertion is triggered. */
|
||||
unsigned int trigger_count; /**< Number of times this assertion has been triggered. */
|
||||
const char *condition; /**< A string of this assert's test code. */
|
||||
const char *filename; /**< The source file where this assert lives. */
|
||||
int linenum; /**< The line in `filename` where this assert lives. */
|
||||
const char *function; /**< The name of the function where this assert lives. */
|
||||
const struct SDL_AssertData *next; /**< next item in the linked list. */
|
||||
} SDL_AssertData;
|
||||
|
||||
/**
|
||||
* Never call this directly.
|
||||
*
|
||||
* Use the SDL_assert macros instead.
|
||||
*
|
||||
* \param data assert data structure.
|
||||
* \param func function name.
|
||||
* \param file file name.
|
||||
* \param line line number.
|
||||
* \returns assert state.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data,
|
||||
const char *func,
|
||||
const char *file, int line) SDL_ANALYZER_NORETURN;
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* The macro used when an assertion triggers a breakpoint.
|
||||
*
|
||||
* This isn't for direct use by apps; use SDL_assert or SDL_TriggerBreakpoint
|
||||
* instead.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
|
||||
|
||||
#elif !defined(SDL_AssertBreakpoint)
|
||||
# if defined(ANDROID) && defined(assert)
|
||||
/* Define this as empty in case assert() is defined as SDL_assert */
|
||||
# define SDL_AssertBreakpoint()
|
||||
# else
|
||||
# define SDL_AssertBreakpoint() SDL_TriggerBreakpoint()
|
||||
# endif
|
||||
#endif /* !SDL_AssertBreakpoint */
|
||||
|
||||
/**
|
||||
* The macro used when an assertion is enabled.
|
||||
*
|
||||
* This isn't for direct use by apps, but this is the code that is inserted
|
||||
* when an SDL_assert is enabled.
|
||||
*
|
||||
* The `do {} while(0)` avoids dangling else problems:
|
||||
*
|
||||
* ```c
|
||||
* if (x) SDL_assert(y); else blah();
|
||||
* ```
|
||||
*
|
||||
* ... without the do/while, the "else" could attach to this macro's "if". We
|
||||
* try to handle just the minimum we need here in a macro...the loop, the
|
||||
* static vars, and break points. The heavy lifting is handled in
|
||||
* SDL_ReportAssertion().
|
||||
*
|
||||
* \param condition the condition to assert.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_enabled_assert(condition) \
|
||||
do { \
|
||||
while ( !(condition) ) { \
|
||||
static struct SDL_AssertData sdl_assert_data = { false, 0, #condition, NULL, 0, NULL, NULL }; \
|
||||
const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \
|
||||
if (sdl_assert_state == SDL_ASSERTION_RETRY) { \
|
||||
continue; /* go again. */ \
|
||||
} else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \
|
||||
SDL_AssertBreakpoint(); \
|
||||
} \
|
||||
break; /* not retrying. */ \
|
||||
} \
|
||||
} while (SDL_NULL_WHILE_LOOP_CONDITION)
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* An assertion test that is normally performed only in debug builds.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is
|
||||
* disabled. This is meant to only do these tests in debug builds, so they can
|
||||
* tend to be more expensive, and they are meant to bring everything to a halt
|
||||
* when they fail, with the programmer there to assess the problem.
|
||||
*
|
||||
* In short: you can sprinkle these around liberally and assume they will
|
||||
* evaporate out of the build when building for end-users.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; }
|
||||
|
||||
/**
|
||||
* An assertion test that is performed even in release builds.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is
|
||||
* disabled. This is meant to be for tests that are cheap to make and
|
||||
* extremely unlikely to fail; generally it is frowned upon to have an
|
||||
* assertion failure in a release build, so these assertions generally need to
|
||||
* be of more than life-and-death importance if there's a chance they might
|
||||
* trigger. You should almost always consider handling these cases more
|
||||
* gracefully than an assert allows.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
* *
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_release(condition) SDL_disabled_assert(condition)
|
||||
|
||||
/**
|
||||
* An assertion test that is performed only when built with paranoid settings.
|
||||
*
|
||||
* This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is
|
||||
* disabled. This is a higher level than both release and debug, so these
|
||||
* tests are meant to be expensive and only run when specifically looking for
|
||||
* extremely unexpected failure cases in a special build.
|
||||
*
|
||||
* When assertions are disabled, this wraps `condition` in a `sizeof`
|
||||
* operator, which means any function calls and side effects will not run, but
|
||||
* the compiler will not complain about any otherwise-unused variables that
|
||||
* are only referenced in the assertion.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
|
||||
/* Enable various levels of assertions. */
|
||||
#elif SDL_ASSERT_LEVEL == 0 /* assertions disabled */
|
||||
# define SDL_assert(condition) SDL_disabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_disabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
#elif SDL_ASSERT_LEVEL == 1 /* release settings. */
|
||||
# define SDL_assert(condition) SDL_disabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
#elif SDL_ASSERT_LEVEL == 2 /* debug settings. */
|
||||
# define SDL_assert(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition)
|
||||
#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */
|
||||
# define SDL_assert(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_release(condition) SDL_enabled_assert(condition)
|
||||
# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition)
|
||||
#else
|
||||
# error Unknown assertion level.
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An assertion test that is always performed.
|
||||
*
|
||||
* This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You
|
||||
* almost never want to use this, as it could trigger on an end-user's system,
|
||||
* crashing your program.
|
||||
*
|
||||
* One can set the environment variable "SDL_ASSERT" to one of several strings
|
||||
* ("abort", "break", "retry", "ignore", "always_ignore") to force a default
|
||||
* behavior, which may be desirable for automation purposes. If your platform
|
||||
* requires GUI interfaces to happen on the main thread but you're debugging
|
||||
* an assertion in a background thread, it might be desirable to set this to
|
||||
* "break" so that your debugger takes control as soon as assert is triggered,
|
||||
* instead of risking a bad UI interaction (deadlock, etc) in the application.
|
||||
*
|
||||
* \param condition boolean value to test.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_assert_always(condition) SDL_enabled_assert(condition)
|
||||
|
||||
|
||||
/**
|
||||
* A callback that fires when an SDL assertion fails.
|
||||
*
|
||||
* \param data a pointer to the SDL_AssertData structure corresponding to the
|
||||
* current assertion.
|
||||
* \param userdata what was passed as `userdata` to SDL_SetAssertionHandler().
|
||||
* \returns an SDL_AssertState value indicating how to handle the failure.
|
||||
*
|
||||
* \threadsafety This callback may be called from any thread that triggers an
|
||||
* assert at any time.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)(
|
||||
const SDL_AssertData *data, void *userdata);
|
||||
|
||||
/**
|
||||
* Set an application-defined assertion handler.
|
||||
*
|
||||
* This function allows an application to show its own assertion UI and/or
|
||||
* force the response to an assertion failure. If the application doesn't
|
||||
* provide this, SDL will try to do the right thing, popping up a
|
||||
* system-specific GUI dialog, and probably minimizing any fullscreen windows.
|
||||
*
|
||||
* This callback may fire from any thread, but it runs wrapped in a mutex, so
|
||||
* it will only fire from one thread at a time.
|
||||
*
|
||||
* This callback is NOT reset to SDL's internal handler upon SDL_Quit()!
|
||||
*
|
||||
* \param handler the SDL_AssertionHandler function to call when an assertion
|
||||
* fails or NULL for the default handler.
|
||||
* \param userdata a pointer that is passed to `handler`.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionHandler
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_SetAssertionHandler(
|
||||
SDL_AssertionHandler handler,
|
||||
void *userdata);
|
||||
|
||||
/**
|
||||
* Get the default assertion handler.
|
||||
*
|
||||
* This returns the function pointer that is called by default when an
|
||||
* assertion is triggered. This is an internal function provided by SDL, that
|
||||
* is used for assertions when SDL_SetAssertionHandler() hasn't been used to
|
||||
* provide a different function.
|
||||
*
|
||||
* \returns the default SDL_AssertionHandler that is called when an assert
|
||||
* triggers.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionHandler
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void);
|
||||
|
||||
/**
|
||||
* Get the current assertion handler.
|
||||
*
|
||||
* This returns the function pointer that is called when an assertion is
|
||||
* triggered. This is either the value last passed to
|
||||
* SDL_SetAssertionHandler(), or if no application-specified function is set,
|
||||
* is equivalent to calling SDL_GetDefaultAssertionHandler().
|
||||
*
|
||||
* The parameter `puserdata` is a pointer to a void*, which will store the
|
||||
* "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value
|
||||
* will always be NULL for the default handler. If you don't care about this
|
||||
* data, it is safe to pass a NULL pointer to this function to ignore it.
|
||||
*
|
||||
* \param puserdata pointer which is filled with the "userdata" pointer that
|
||||
* was passed to SDL_SetAssertionHandler().
|
||||
* \returns the SDL_AssertionHandler that is called when an assert triggers.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAssertionHandler
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata);
|
||||
|
||||
/**
|
||||
* Get a list of all assertion failures.
|
||||
*
|
||||
* This function gets all assertions triggered since the last call to
|
||||
* SDL_ResetAssertionReport(), or the start of the program.
|
||||
*
|
||||
* The proper way to examine this data looks something like this:
|
||||
*
|
||||
* ```c
|
||||
* const SDL_AssertData *item = SDL_GetAssertionReport();
|
||||
* while (item) {
|
||||
* printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n",
|
||||
* item->condition, item->function, item->filename,
|
||||
* item->linenum, item->trigger_count,
|
||||
* item->always_ignore ? "yes" : "no");
|
||||
* item = item->next;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \returns a list of all failed assertions or NULL if the list is empty. This
|
||||
* memory should not be modified or freed by the application. This
|
||||
* pointer remains valid until the next call to SDL_Quit() or
|
||||
* SDL_ResetAssertionReport().
|
||||
*
|
||||
* \threadsafety This function is not thread safe. Other threads calling
|
||||
* SDL_ResetAssertionReport() simultaneously, may render the
|
||||
* returned pointer invalid.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ResetAssertionReport
|
||||
*/
|
||||
extern SDL_DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void);
|
||||
|
||||
/**
|
||||
* Clear the list of all assertion failures.
|
||||
*
|
||||
* This function will clear the list of all assertions triggered up to that
|
||||
* point. Immediately following this call, SDL_GetAssertionReport will return
|
||||
* no items. In addition, any previously-triggered assertions will be reset to
|
||||
* a trigger_count of zero, and their always_ignore state will be false.
|
||||
*
|
||||
* \threadsafety This function is not thread safe. Other threads triggering an
|
||||
* assertion, or simultaneously calling this function may cause
|
||||
* memory leaks or crashes.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAssertionReport
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_assert_h_ */
|
||||
@@ -1,546 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: AsyncIO */
|
||||
|
||||
/**
|
||||
* # CategoryAsyncIO
|
||||
*
|
||||
* SDL offers a way to perform I/O asynchronously. This allows an app to read
|
||||
* or write files without waiting for data to actually transfer; the functions
|
||||
* that request I/O never block while the request is fulfilled.
|
||||
*
|
||||
* Instead, the data moves in the background and the app can check for results
|
||||
* at their leisure.
|
||||
*
|
||||
* This is more complicated than just reading and writing files in a
|
||||
* synchronous way, but it can allow for more efficiency, and never having
|
||||
* framerate drops as the hard drive catches up, etc.
|
||||
*
|
||||
* The general usage pattern for async I/O is:
|
||||
*
|
||||
* - Create one or more SDL_AsyncIOQueue objects.
|
||||
* - Open files with SDL_AsyncIOFromFile.
|
||||
* - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO,
|
||||
* putting those tasks into one of the queues.
|
||||
* - Later on, use SDL_GetAsyncIOResult on a queue to see if any task is
|
||||
* finished without blocking. Tasks might finish in any order with success
|
||||
* or failure.
|
||||
* - When all your tasks are done, close the file with SDL_CloseAsyncIO. This
|
||||
* also generates a task, since it might flush data to disk!
|
||||
*
|
||||
* This all works, without blocking, in a single thread, but one can also wait
|
||||
* on a queue in a background thread, sleeping until new results have arrived:
|
||||
*
|
||||
* - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block
|
||||
* until new tasks complete.
|
||||
* - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping
|
||||
* threads despite there being no new tasks completed.
|
||||
*
|
||||
* And, of course, to match the synchronous SDL_LoadFile, we offer
|
||||
* SDL_LoadFileAsync as a convenience function. This will handle allocating a
|
||||
* buffer, slurping in the file data, and null-terminating it; you still check
|
||||
* for results later.
|
||||
*
|
||||
* Behind the scenes, SDL will use newer, efficient APIs on platforms that
|
||||
* support them: Linux's io_uring and Windows 11's IoRing, for example. If
|
||||
* those technologies aren't available, SDL will offload the work to a thread
|
||||
* pool that will manage otherwise-synchronous loads without blocking the app.
|
||||
*
|
||||
* ## Best Practices
|
||||
*
|
||||
* Simple non-blocking I/O--for an app that just wants to pick up data
|
||||
* whenever it's ready without losing framerate waiting on disks to spin--can
|
||||
* use whatever pattern works well for the program. In this case, simply call
|
||||
* SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call
|
||||
* SDL_GetAsyncIOResult to check for any completed tasks and deal with the
|
||||
* data as it arrives.
|
||||
*
|
||||
* If two separate pieces of the same program need their own I/O, it is legal
|
||||
* for each to create their own queue. This will prevent either piece from
|
||||
* accidentally consuming the other's completed tasks. Each queue does require
|
||||
* some amount of resources, but it is not an overwhelming cost. Do not make a
|
||||
* queue for each task, however. It is better to put many tasks into a single
|
||||
* queue. They will be reported in order of completion, not in the order they
|
||||
* were submitted, so it doesn't generally matter what order tasks are
|
||||
* started.
|
||||
*
|
||||
* One async I/O queue can be shared by multiple threads, or one thread can
|
||||
* have more than one queue, but the most efficient way--if ruthless
|
||||
* efficiency is the goal--is to have one queue per thread, with multiple
|
||||
* threads working in parallel, and attempt to keep each queue loaded with
|
||||
* tasks that are both started by and consumed by the same thread. On modern
|
||||
* platforms that can use newer interfaces, this can keep data flowing as
|
||||
* efficiently as possible all the way from storage hardware to the app, with
|
||||
* no contention between threads for access to the same queue.
|
||||
*
|
||||
* Written data is not guaranteed to make it to physical media by the time a
|
||||
* closing task is completed, unless SDL_CloseAsyncIO is called with its
|
||||
* `flush` parameter set to true, which is to say that a successful result
|
||||
* here can still result in lost data during an unfortunately-timed power
|
||||
* outage if not flushed. However, flushing will take longer and may be
|
||||
* unnecessary, depending on the app's needs.
|
||||
*/
|
||||
|
||||
#ifndef SDL_asyncio_h_
|
||||
#define SDL_asyncio_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* The asynchronous I/O operation structure.
|
||||
*
|
||||
* This operates as an opaque handle. One can then request read or write
|
||||
* operations on it.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AsyncIOFromFile
|
||||
*/
|
||||
typedef struct SDL_AsyncIO SDL_AsyncIO;
|
||||
|
||||
/**
|
||||
* Types of asynchronous I/O tasks.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AsyncIOTaskType
|
||||
{
|
||||
SDL_ASYNCIO_TASK_READ, /**< A read operation. */
|
||||
SDL_ASYNCIO_TASK_WRITE, /**< A write operation. */
|
||||
SDL_ASYNCIO_TASK_CLOSE /**< A close operation. */
|
||||
} SDL_AsyncIOTaskType;
|
||||
|
||||
/**
|
||||
* Possible outcomes of an asynchronous I/O task.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_AsyncIOResult
|
||||
{
|
||||
SDL_ASYNCIO_COMPLETE, /**< request was completed without error */
|
||||
SDL_ASYNCIO_FAILURE, /**< request failed for some reason; check SDL_GetError()! */
|
||||
SDL_ASYNCIO_CANCELED /**< request was canceled before completing. */
|
||||
} SDL_AsyncIOResult;
|
||||
|
||||
/**
|
||||
* Information about a completed asynchronous I/O request.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_AsyncIOOutcome
|
||||
{
|
||||
SDL_AsyncIO *asyncio; /**< what generated this task. This pointer will be invalid if it was closed! */
|
||||
SDL_AsyncIOTaskType type; /**< What sort of task was this? Read, write, etc? */
|
||||
SDL_AsyncIOResult result; /**< the result of the work (success, failure, cancellation). */
|
||||
void *buffer; /**< buffer where data was read/written. */
|
||||
Uint64 offset; /**< offset in the SDL_AsyncIO where data was read/written. */
|
||||
Uint64 bytes_requested; /**< number of bytes the task was to read/write. */
|
||||
Uint64 bytes_transferred; /**< actual number of bytes that were read/written. */
|
||||
void *userdata; /**< pointer provided by the app when starting the task */
|
||||
} SDL_AsyncIOOutcome;
|
||||
|
||||
/**
|
||||
* A queue of completed asynchronous I/O tasks.
|
||||
*
|
||||
* When starting an asynchronous operation, you specify a queue for the new
|
||||
* task. A queue can be asked later if any tasks in it have completed,
|
||||
* allowing an app to manage multiple pending tasks in one place, in whatever
|
||||
* order they complete.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_WriteAsyncIO
|
||||
* \sa SDL_GetAsyncIOResult
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue;
|
||||
|
||||
/**
|
||||
* Use this function to create a new SDL_AsyncIO object for reading from
|
||||
* and/or writing to a named file.
|
||||
*
|
||||
* The `mode` string understands the following values:
|
||||
*
|
||||
* - "r": Open a file for reading only. It must exist.
|
||||
* - "w": Open a file for writing only. It will create missing files or
|
||||
* truncate existing ones.
|
||||
* - "r+": Open a file for update both reading and writing. The file must
|
||||
* exist.
|
||||
* - "w+": Create an empty file for both reading and writing. If a file with
|
||||
* the same name already exists its content is erased and the file is
|
||||
* treated as a new empty file.
|
||||
*
|
||||
* There is no "b" mode, as there is only "binary" style I/O, and no "a" mode
|
||||
* for appending, since you specify the position when starting a task.
|
||||
*
|
||||
* This function supports Unicode filenames, but they must be encoded in UTF-8
|
||||
* format, regardless of the underlying operating system.
|
||||
*
|
||||
* This call is _not_ asynchronous; it will open the file before returning,
|
||||
* under the assumption that doing so is generally a fast operation. Future
|
||||
* reads and writes to the opened file will be async, however.
|
||||
*
|
||||
* \param file a UTF-8 string representing the filename to open.
|
||||
* \param mode an ASCII string representing the mode to be used for opening
|
||||
* the file.
|
||||
* \returns a pointer to the SDL_AsyncIO structure that is created or NULL on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CloseAsyncIO
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_WriteAsyncIO
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode);
|
||||
|
||||
/**
|
||||
* Use this function to get the size of the data stream in an SDL_AsyncIO.
|
||||
*
|
||||
* This call is _not_ asynchronous; it assumes that obtaining this info is a
|
||||
* non-blocking operation in most reasonable cases.
|
||||
*
|
||||
* \param asyncio the SDL_AsyncIO to get the size of the data stream from.
|
||||
* \returns the size of the data stream in the SDL_IOStream on success or a
|
||||
* negative error code on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio);
|
||||
|
||||
/**
|
||||
* Start an async read.
|
||||
*
|
||||
* This function reads up to `size` bytes from `offset` position in the data
|
||||
* source to the area pointed at by `ptr`. This function may read less bytes
|
||||
* than requested.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the read
|
||||
* to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* `ptr` must remain available until the work is done, and may be accessed by
|
||||
* the system at any time until then. Do not allocate it on the stack, as this
|
||||
* might take longer than the life of the calling function to complete!
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure.
|
||||
* \param ptr a pointer to a buffer to read data into.
|
||||
* \param offset the position to start reading in the data source.
|
||||
* \param size the number of bytes to read from the data source.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WriteAsyncIO
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Start an async write.
|
||||
*
|
||||
* This function writes `size` bytes from `offset` position in the data source
|
||||
* to the area pointed at by `ptr`.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the
|
||||
* write to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* `ptr` must remain available until the work is done, and may be accessed by
|
||||
* the system at any time until then. Do not allocate it on the stack, as this
|
||||
* might take longer than the life of the calling function to complete!
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure.
|
||||
* \param ptr a pointer to a buffer to write data from.
|
||||
* \param offset the position to start writing to the data source.
|
||||
* \param size the number of bytes to write to the data source.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ReadAsyncIO
|
||||
* \sa SDL_CreateAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Close and free any allocated resources for an async I/O object.
|
||||
*
|
||||
* Closing a file is _also_ an asynchronous task! If a write failure were to
|
||||
* happen during the closing process, for example, the task results will
|
||||
* report it as usual.
|
||||
*
|
||||
* Closing a file that has been written to does not guarantee the data has
|
||||
* made it to physical media; it may remain in the operating system's file
|
||||
* cache, for later writing to disk. This means that a successfully-closed
|
||||
* file can be lost if the system crashes or loses power in this small window.
|
||||
* To prevent this, call this function with the `flush` parameter set to true.
|
||||
* This will make the operation take longer, and perhaps increase system load
|
||||
* in general, but a successful result guarantees that the data has made it to
|
||||
* physical storage. Don't use this for temporary files, caches, and
|
||||
* unimportant data, and definitely use it for crucial irreplaceable files,
|
||||
* like game saves.
|
||||
*
|
||||
* This function guarantees that the close will happen after any other pending
|
||||
* tasks to `asyncio`, so it's safe to open a file, start several operations,
|
||||
* close the file immediately, then check for all results later. This function
|
||||
* will not block until the tasks have completed.
|
||||
*
|
||||
* Once this function returns true, `asyncio` is no longer valid, regardless
|
||||
* of any future outcomes. Any completed tasks might still contain this
|
||||
* pointer in their SDL_AsyncIOOutcome data, in case the app was using this
|
||||
* value to track information, but it should not be used again.
|
||||
*
|
||||
* If this function returns false, the close wasn't started at all, and it's
|
||||
* safe to attempt to close again later.
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param asyncio a pointer to an SDL_AsyncIO structure to close.
|
||||
* \param flush true if data should sync to disk before the task completes.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, but two
|
||||
* threads should not attempt to close the same object.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/**
|
||||
* Create a task queue for tracking multiple I/O operations.
|
||||
*
|
||||
* Async I/O operations are assigned to a queue when started. The queue can be
|
||||
* checked for completed tasks thereafter.
|
||||
*
|
||||
* \returns a new task queue object or NULL if there was an error; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DestroyAsyncIOQueue
|
||||
* \sa SDL_GetAsyncIOResult
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void);
|
||||
|
||||
/**
|
||||
* Destroy a previously-created async I/O task queue.
|
||||
*
|
||||
* If there are still tasks pending for this queue, this call will block until
|
||||
* those tasks are finished. All those tasks will be deallocated. Their
|
||||
* results will be lost to the app.
|
||||
*
|
||||
* Any pending reads from SDL_LoadFileAsync() that are still in this queue
|
||||
* will have their buffers deallocated by this function, to prevent a memory
|
||||
* leak.
|
||||
*
|
||||
* Once this function is called, the queue is no longer valid and should not
|
||||
* be used, including by other threads that might access it while destruction
|
||||
* is blocking on pending tasks.
|
||||
*
|
||||
* Do not destroy a queue that still has threads waiting on it through
|
||||
* SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to
|
||||
* unblock those threads, and take measures (such as SDL_WaitThread()) to make
|
||||
* sure they have finished their wait and won't wait on the queue again.
|
||||
*
|
||||
* \param queue the task queue to destroy.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, so long as
|
||||
* no other thread is waiting on the queue with
|
||||
* SDL_WaitAsyncIOResult.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue);
|
||||
|
||||
/**
|
||||
* Query an async I/O task queue for completed tasks.
|
||||
*
|
||||
* If a task assigned to this queue has finished, this will return true and
|
||||
* fill in `outcome` with the details of the task. If no task in the queue has
|
||||
* finished, this function will return false. This function does not block.
|
||||
*
|
||||
* If a task has completed, this function will free its resources and the task
|
||||
* pointer will no longer be valid. The task will be removed from the queue.
|
||||
*
|
||||
* It is safe for multiple threads to call this function on the same queue at
|
||||
* once; a completed task will only go to one of the threads.
|
||||
*
|
||||
* \param queue the async I/O task queue to query.
|
||||
* \param outcome details of a finished task will be written here. May not be
|
||||
* NULL.
|
||||
* \returns true if a task has completed, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome);
|
||||
|
||||
/**
|
||||
* Block until an async I/O task queue has a completed task.
|
||||
*
|
||||
* This function puts the calling thread to sleep until there a task assigned
|
||||
* to the queue that has finished.
|
||||
*
|
||||
* If a task assigned to the queue has finished, this will return true and
|
||||
* fill in `outcome` with the details of the task. If no task in the queue has
|
||||
* finished, this function will return false.
|
||||
*
|
||||
* If a task has completed, this function will free its resources and the task
|
||||
* pointer will no longer be valid. The task will be removed from the queue.
|
||||
*
|
||||
* It is safe for multiple threads to call this function on the same queue at
|
||||
* once; a completed task will only go to one of the threads.
|
||||
*
|
||||
* Note that by the nature of various platforms, more than one waiting thread
|
||||
* may wake to handle a single task, but only one will obtain it, so
|
||||
* `timeoutMS` is a _maximum_ wait time, and this function may return false
|
||||
* sooner.
|
||||
*
|
||||
* This function may return false if there was a system error, the OS
|
||||
* inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was
|
||||
* called to wake up all waiting threads without a finished task.
|
||||
*
|
||||
* A timeout can be used to specify a maximum wait time, but rather than
|
||||
* polling, it is possible to have a timeout of -1 to wait forever, and use
|
||||
* SDL_SignalAsyncIOQueue() to wake up the waiting threads later.
|
||||
*
|
||||
* \param queue the async I/O task queue to wait on.
|
||||
* \param outcome details of a finished task will be written here. May not be
|
||||
* NULL.
|
||||
* \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait
|
||||
* indefinitely.
|
||||
* \returns true if task has completed, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SignalAsyncIOQueue
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS);
|
||||
|
||||
/**
|
||||
* Wake up any threads that are blocking in SDL_WaitAsyncIOResult().
|
||||
*
|
||||
* This will unblock any threads that are sleeping in a call to
|
||||
* SDL_WaitAsyncIOResult for the specified queue, and cause them to return
|
||||
* from that function.
|
||||
*
|
||||
* This can be useful when destroying a queue to make sure nothing is touching
|
||||
* it indefinitely. In this case, once this call completes, the caller should
|
||||
* take measures to make sure any previously-blocked threads have returned
|
||||
* from their wait and will not touch the queue again (perhaps by setting a
|
||||
* flag to tell the threads to terminate and then using SDL_WaitThread() to
|
||||
* make sure they've done so).
|
||||
*
|
||||
* \param queue the async I/O task queue to signal.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_WaitAsyncIOResult
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue);
|
||||
|
||||
/**
|
||||
* Load all the data from a file path, asynchronously.
|
||||
*
|
||||
* This function returns as quickly as possible; it does not wait for the read
|
||||
* to complete. On a successful return, this work will continue in the
|
||||
* background. If the work begins, even failure is asynchronous: a failing
|
||||
* return value from this function only means the work couldn't start at all.
|
||||
*
|
||||
* The data is allocated with a zero byte at the end (null terminated) for
|
||||
* convenience. This extra byte is not included in SDL_AsyncIOOutcome's
|
||||
* bytes_transferred value.
|
||||
*
|
||||
* This function will allocate the buffer to contain the file. It must be
|
||||
* deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field
|
||||
* after completion.
|
||||
*
|
||||
* An SDL_AsyncIOQueue must be specified. The newly-created task will be added
|
||||
* to it when it completes its work.
|
||||
*
|
||||
* \param file the path to read all available data from.
|
||||
* \param queue a queue to add the new SDL_AsyncIO to.
|
||||
* \param userdata an app-defined pointer that will be provided with the task
|
||||
* results.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LoadFile_IO
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_asyncio_h_ */
|
||||
@@ -1,664 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryAtomic
|
||||
*
|
||||
* Atomic operations.
|
||||
*
|
||||
* IMPORTANT: If you are not an expert in concurrent lockless programming, you
|
||||
* should not be using any functions in this file. You should be protecting
|
||||
* your data structures with full mutexes instead.
|
||||
*
|
||||
* ***Seriously, here be dragons!***
|
||||
*
|
||||
* You can find out a little more about lockless programming and the subtle
|
||||
* issues that can arise here:
|
||||
* https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming
|
||||
*
|
||||
* There's also lots of good information here:
|
||||
*
|
||||
* - https://www.1024cores.net/home/lock-free-algorithms
|
||||
* - https://preshing.com/
|
||||
*
|
||||
* These operations may or may not actually be implemented using processor
|
||||
* specific atomic operations. When possible they are implemented as true
|
||||
* processor specific atomic operations. When that is not possible the are
|
||||
* implemented using locks that *do* use the available atomic operations.
|
||||
*
|
||||
* All of the atomic operations that modify memory are full memory barriers.
|
||||
*/
|
||||
|
||||
#ifndef SDL_atomic_h_
|
||||
#define SDL_atomic_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_platform_defines.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An atomic spinlock.
|
||||
*
|
||||
* The atomic locks are efficient spinlocks using CPU instructions, but are
|
||||
* vulnerable to starvation and can spin forever if a thread holding a lock
|
||||
* has been terminated. For this reason you should minimize the code executed
|
||||
* inside an atomic lock and never do expensive things like API or system
|
||||
* calls while holding them.
|
||||
*
|
||||
* They are also vulnerable to starvation if the thread holding the lock is
|
||||
* lower priority than other threads and doesn't get scheduled. In general you
|
||||
* should use mutexes instead, since they have better performance and
|
||||
* contention behavior.
|
||||
*
|
||||
* The atomic locks are not safe to lock recursively.
|
||||
*
|
||||
* Porting Note: The spin lock functions and type are required and can not be
|
||||
* emulated because they are used in the atomic emulation code.
|
||||
*/
|
||||
typedef int SDL_SpinLock;
|
||||
|
||||
/**
|
||||
* Try to lock a spin lock by setting it to a non-zero value.
|
||||
*
|
||||
* ***Please note that spinlocks are dangerous if you don't know what you're
|
||||
* doing. Please be careful using any sort of spinlock!***
|
||||
*
|
||||
* \param lock a pointer to a lock variable.
|
||||
* \returns true if the lock succeeded, false if the lock is already held.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LockSpinlock
|
||||
* \sa SDL_UnlockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_TryLockSpinlock(SDL_SpinLock *lock);
|
||||
|
||||
/**
|
||||
* Lock a spin lock by setting it to a non-zero value.
|
||||
*
|
||||
* ***Please note that spinlocks are dangerous if you don't know what you're
|
||||
* doing. Please be careful using any sort of spinlock!***
|
||||
*
|
||||
* \param lock a pointer to a lock variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_TryLockSpinlock
|
||||
* \sa SDL_UnlockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(SDL_SpinLock *lock);
|
||||
|
||||
/**
|
||||
* Unlock a spin lock by setting it to 0.
|
||||
*
|
||||
* Always returns immediately.
|
||||
*
|
||||
* ***Please note that spinlocks are dangerous if you don't know what you're
|
||||
* doing. Please be careful using any sort of spinlock!***
|
||||
*
|
||||
* \param lock a pointer to a lock variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LockSpinlock
|
||||
* \sa SDL_TryLockSpinlock
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock);
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Mark a compiler barrier.
|
||||
*
|
||||
* A compiler barrier prevents the compiler from reordering reads and writes
|
||||
* to globally visible variables across the call.
|
||||
*
|
||||
* This macro only prevents the compiler from reordering reads and writes, it
|
||||
* does not prevent the CPU from reordering reads and writes. However, all of
|
||||
* the atomic operations that modify memory are full memory barriers.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier()
|
||||
|
||||
#elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__)
|
||||
void _ReadWriteBarrier(void);
|
||||
#pragma intrinsic(_ReadWriteBarrier)
|
||||
#define SDL_CompilerBarrier() _ReadWriteBarrier()
|
||||
#elif (defined(__GNUC__) && !defined(SDL_PLATFORM_EMSCRIPTEN)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
|
||||
/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */
|
||||
#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory")
|
||||
#elif defined(__WATCOMC__)
|
||||
extern __inline void SDL_CompilerBarrier(void);
|
||||
#pragma aux SDL_CompilerBarrier = "" parm [] modify exact [];
|
||||
#else
|
||||
#define SDL_CompilerBarrier() \
|
||||
{ SDL_SpinLock _tmp = 0; SDL_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); }
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Insert a memory release barrier (function version).
|
||||
*
|
||||
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
|
||||
* version, which might be useful if you need to use this functionality from a
|
||||
* scripting language, etc. Also, some of the macro versions call this
|
||||
* function behind the scenes, where more heavy lifting can happen inside of
|
||||
* SDL. Generally, though, an app written in C/C++/etc should use the macro
|
||||
* version, as it will be more efficient.
|
||||
*
|
||||
* \threadsafety Obviously this function is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierRelease
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void);
|
||||
|
||||
/**
|
||||
* Insert a memory acquire barrier (function version).
|
||||
*
|
||||
* Please refer to SDL_MemoryBarrierRelease for details. This is a function
|
||||
* version, which might be useful if you need to use this functionality from a
|
||||
* scripting language, etc. Also, some of the macro versions call this
|
||||
* function behind the scenes, where more heavy lifting can happen inside of
|
||||
* SDL. Generally, though, an app written in C/C++/etc should use the macro
|
||||
* version, as it will be more efficient.
|
||||
*
|
||||
* \threadsafety Obviously this function is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierAcquire
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void);
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Insert a memory release barrier (macro version).
|
||||
*
|
||||
* Memory barriers are designed to prevent reads and writes from being
|
||||
* reordered by the compiler and being seen out of order on multi-core CPUs.
|
||||
*
|
||||
* A typical pattern would be for thread A to write some data and a flag, and
|
||||
* for thread B to read the flag and get the data. In this case you would
|
||||
* insert a release barrier between writing the data and the flag,
|
||||
* guaranteeing that the data write completes no later than the flag is
|
||||
* written, and you would insert an acquire barrier between reading the flag
|
||||
* and reading the data, to ensure that all the reads associated with the flag
|
||||
* have completed.
|
||||
*
|
||||
* In this pattern you should always see a release barrier paired with an
|
||||
* acquire barrier and you should gate the data reads/writes with a single
|
||||
* flag variable.
|
||||
*
|
||||
* For more information on these semantics, take a look at the blog post:
|
||||
* http://preshing.com/20120913/acquire-and-release-semantics
|
||||
*
|
||||
* This is the macro version of this functionality; if possible, SDL will use
|
||||
* compiler intrinsics or inline assembly, but some platforms might need to
|
||||
* call the function version of this, SDL_MemoryBarrierReleaseFunction to do
|
||||
* the heavy lifting. Apps that can use the macro should favor it over the
|
||||
* function.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierAcquire
|
||||
* \sa SDL_MemoryBarrierReleaseFunction
|
||||
*/
|
||||
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
|
||||
|
||||
/**
|
||||
* Insert a memory acquire barrier (macro version).
|
||||
*
|
||||
* Please see SDL_MemoryBarrierRelease for the details on what memory barriers
|
||||
* are and when to use them.
|
||||
*
|
||||
* This is the macro version of this functionality; if possible, SDL will use
|
||||
* compiler intrinsics or inline assembly, but some platforms might need to
|
||||
* call the function version of this, SDL_MemoryBarrierAcquireFunction, to do
|
||||
* the heavy lifting. Apps that can use the macro should favor it over the
|
||||
* function.
|
||||
*
|
||||
* \threadsafety Obviously this macro is safe to use from any thread at any
|
||||
* time, but if you find yourself needing this, you are probably
|
||||
* dealing with some very sensitive code; be careful!
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_MemoryBarrierRelease
|
||||
* \sa SDL_MemoryBarrierAcquireFunction
|
||||
*/
|
||||
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
|
||||
|
||||
#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory")
|
||||
#elif defined(__GNUC__) && defined(__aarch64__)
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#elif defined(__GNUC__) && defined(__arm__)
|
||||
#if 0 /* defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_ANDROID) */
|
||||
/* Information from:
|
||||
https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19
|
||||
|
||||
The Linux kernel provides a helper function which provides the right code for a memory barrier,
|
||||
hard-coded at address 0xffff0fa0
|
||||
*/
|
||||
typedef void (*SDL_KernelMemoryBarrierFunc)();
|
||||
#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
|
||||
#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)()
|
||||
#else
|
||||
#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__)
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory")
|
||||
#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__)
|
||||
#ifdef __thumb__
|
||||
/* The mcr instruction isn't available in thumb mode, use real functions */
|
||||
#define SDL_MEMORY_BARRIER_USES_FUNCTION
|
||||
#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction()
|
||||
#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction()
|
||||
#else
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory")
|
||||
#endif /* __thumb__ */
|
||||
#else
|
||||
#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory")
|
||||
#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory")
|
||||
#endif /* SDL_PLATFORM_LINUX || SDL_PLATFORM_ANDROID */
|
||||
#endif /* __GNUC__ && __arm__ */
|
||||
#else
|
||||
#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120))
|
||||
/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */
|
||||
#include <mbarrier.h>
|
||||
#define SDL_MemoryBarrierRelease() __machine_rel_barrier()
|
||||
#define SDL_MemoryBarrierAcquire() __machine_acq_barrier()
|
||||
#else
|
||||
/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */
|
||||
#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier()
|
||||
#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier()
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro to insert a CPU-specific "pause" instruction into the program.
|
||||
*
|
||||
* This can be useful in busy-wait loops, as it serves as a hint to the CPU as
|
||||
* to the program's intent; some CPUs can use this to do more efficient
|
||||
* processing. On some platforms, this doesn't do anything, so using this
|
||||
* macro might just be a harmless no-op.
|
||||
*
|
||||
* Note that if you are busy-waiting, there are often more-efficient
|
||||
* approaches with other synchronization primitives: mutexes, semaphores,
|
||||
* condition variables, etc.
|
||||
*
|
||||
* \threadsafety This macro is safe to use from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay
|
||||
|
||||
#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__))
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */
|
||||
#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__)
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory")
|
||||
#elif (defined(__powerpc__) || defined(__powerpc64__))
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27");
|
||||
#elif (defined(__riscv) && __riscv_xlen == 64)
|
||||
#define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010");
|
||||
#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64))
|
||||
#define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */
|
||||
#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64))
|
||||
#define SDL_CPUPauseInstruction() __yield()
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline void SDL_CPUPauseInstruction(void);
|
||||
#pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause"
|
||||
#else
|
||||
#define SDL_CPUPauseInstruction()
|
||||
#endif
|
||||
|
||||
|
||||
/**
|
||||
* A type representing an atomic integer value.
|
||||
*
|
||||
* This can be used to manage a value that is synchronized across multiple
|
||||
* CPUs without a race condition; when an app sets a value with
|
||||
* SDL_SetAtomicInt all other threads, regardless of the CPU it is running on,
|
||||
* will see that value when retrieved with SDL_GetAtomicInt, regardless of CPU
|
||||
* caches, etc.
|
||||
*
|
||||
* This is also useful for atomic compare-and-swap operations: a thread can
|
||||
* change the value as long as its current value matches expectations. When
|
||||
* done in a loop, one can guarantee data consistency across threads without a
|
||||
* lock (but the usual warnings apply: if you don't know what you're doing, or
|
||||
* you don't do it carefully, you can confidently cause any number of
|
||||
* disasters with this, so in most cases, you _should_ use a mutex instead of
|
||||
* this!).
|
||||
*
|
||||
* This is a struct so people don't accidentally use numeric operations on it
|
||||
* directly. You have to use SDL atomic functions.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicInt
|
||||
* \sa SDL_GetAtomicInt
|
||||
* \sa SDL_SetAtomicInt
|
||||
* \sa SDL_AddAtomicInt
|
||||
*/
|
||||
typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt;
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a new value if it is currently an old value.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable to be modified.
|
||||
* \param oldval the old value.
|
||||
* \param newval the new value.
|
||||
* \returns true if the atomic variable was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicInt
|
||||
* \sa SDL_SetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicInt(SDL_AtomicInt *a, int oldval, int newval);
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a value.
|
||||
*
|
||||
* This function also acts as a full memory barrier.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable to be modified.
|
||||
* \param v the desired value.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_SetAtomicInt(SDL_AtomicInt *a, int v);
|
||||
|
||||
/**
|
||||
* Get the value of an atomic variable.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable.
|
||||
* \returns the current value of an atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAtomicInt
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetAtomicInt(SDL_AtomicInt *a);
|
||||
|
||||
/**
|
||||
* Add to an atomic variable.
|
||||
*
|
||||
* This function also acts as a full memory barrier.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt variable to be modified.
|
||||
* \param v the desired value to add.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicDecRef
|
||||
* \sa SDL_AtomicIncRef
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v);
|
||||
|
||||
#ifndef SDL_AtomicIncRef
|
||||
|
||||
/**
|
||||
* Increment an atomic variable used as a reference count.
|
||||
*
|
||||
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt to increment.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicDecRef
|
||||
*/
|
||||
#define SDL_AtomicIncRef(a) SDL_AddAtomicInt(a, 1)
|
||||
#endif
|
||||
|
||||
#ifndef SDL_AtomicDecRef
|
||||
|
||||
/**
|
||||
* Decrement an atomic variable used as a reference count.
|
||||
*
|
||||
* ***Note: If you don't know what this macro is for, you shouldn't use it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicInt to decrement.
|
||||
* \returns true if the variable reached zero after decrementing, false
|
||||
* otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AtomicIncRef
|
||||
*/
|
||||
#define SDL_AtomicDecRef(a) (SDL_AddAtomicInt(a, -1) == 1)
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A type representing an atomic unsigned 32-bit value.
|
||||
*
|
||||
* This can be used to manage a value that is synchronized across multiple
|
||||
* CPUs without a race condition; when an app sets a value with
|
||||
* SDL_SetAtomicU32 all other threads, regardless of the CPU it is running on,
|
||||
* will see that value when retrieved with SDL_GetAtomicU32, regardless of CPU
|
||||
* caches, etc.
|
||||
*
|
||||
* This is also useful for atomic compare-and-swap operations: a thread can
|
||||
* change the value as long as its current value matches expectations. When
|
||||
* done in a loop, one can guarantee data consistency across threads without a
|
||||
* lock (but the usual warnings apply: if you don't know what you're doing, or
|
||||
* you don't do it carefully, you can confidently cause any number of
|
||||
* disasters with this, so in most cases, you _should_ use a mutex instead of
|
||||
* this!).
|
||||
*
|
||||
* This is a struct so people don't accidentally use numeric operations on it
|
||||
* directly. You have to use SDL atomic functions.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicU32
|
||||
* \sa SDL_GetAtomicU32
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
typedef struct SDL_AtomicU32 { Uint32 value; } SDL_AtomicU32;
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a new value if it is currently an old value.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
|
||||
* \param oldval the old value.
|
||||
* \param newval the new value.
|
||||
* \returns true if the atomic variable was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicU32
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicU32(SDL_AtomicU32 *a, Uint32 oldval, Uint32 newval);
|
||||
|
||||
/**
|
||||
* Set an atomic variable to a value.
|
||||
*
|
||||
* This function also acts as a full memory barrier.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicU32 variable to be modified.
|
||||
* \param v the desired value.
|
||||
* \returns the previous value of the atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_SetAtomicU32(SDL_AtomicU32 *a, Uint32 v);
|
||||
|
||||
/**
|
||||
* Get the value of an atomic variable.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to an SDL_AtomicU32 variable.
|
||||
* \returns the current value of an atomic variable.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetAtomicU32
|
||||
*/
|
||||
extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAtomicU32(SDL_AtomicU32 *a);
|
||||
|
||||
/**
|
||||
* Set a pointer to a new value if it is currently an old value.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to a pointer.
|
||||
* \param oldval the old pointer value.
|
||||
* \param newval the new pointer value.
|
||||
* \returns true if the pointer was set, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicInt
|
||||
* \sa SDL_GetAtomicPointer
|
||||
* \sa SDL_SetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicPointer(void **a, void *oldval, void *newval);
|
||||
|
||||
/**
|
||||
* Set a pointer to a value atomically.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to a pointer.
|
||||
* \param v the desired pointer value.
|
||||
* \returns the previous value of the pointer.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicPointer
|
||||
* \sa SDL_GetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_SetAtomicPointer(void **a, void *v);
|
||||
|
||||
/**
|
||||
* Get the value of a pointer atomically.
|
||||
*
|
||||
* ***Note: If you don't know what this function is for, you shouldn't use
|
||||
* it!***
|
||||
*
|
||||
* \param a a pointer to a pointer.
|
||||
* \returns the current value of a pointer.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_CompareAndSwapAtomicPointer
|
||||
* \sa SDL_SetAtomicPointer
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_GetAtomicPointer(void **a);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_atomic_h_ */
|
||||
@@ -1,486 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: BeginCode */
|
||||
|
||||
/**
|
||||
* # CategoryBeginCode
|
||||
*
|
||||
* `SDL_begin_code.h` sets things up for C dynamic library function
|
||||
* definitions, static inlined functions, and structures aligned at 4-byte
|
||||
* alignment. If you don't like ugly C preprocessor code, don't look at this
|
||||
* file. :)
|
||||
*
|
||||
* SDL's headers use this; applications generally should not include this
|
||||
* header directly.
|
||||
*/
|
||||
|
||||
/* This shouldn't be nested -- included it around code only. */
|
||||
#ifdef SDL_begin_code_h
|
||||
#error Nested inclusion of SDL_begin_code.h
|
||||
#endif
|
||||
#define SDL_begin_code_h
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro to tag a symbol as deprecated.
|
||||
*
|
||||
* A function is marked deprecated by adding this macro to its declaration:
|
||||
*
|
||||
* ```c
|
||||
* extern SDL_DEPRECATED int ThisFunctionWasABadIdea(void);
|
||||
* ```
|
||||
*
|
||||
* Compilers with deprecation support can give a warning when a deprecated
|
||||
* function is used. This symbol may be used in SDL's headers, but apps are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* SDL, on occasion, might deprecate a function for various reasons. However,
|
||||
* SDL never removes symbols before major versions, so deprecated interfaces
|
||||
* in SDL3 will remain available until SDL4, where it would be expected an app
|
||||
* would have to take steps to migrate anyhow.
|
||||
*
|
||||
* On compilers without a deprecation mechanism, this is defined to nothing,
|
||||
* and using a deprecated function will not generate a warning.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_DEPRECATED __attribute__((deprecated))
|
||||
|
||||
/**
|
||||
* A macro to tag a symbol as a public API.
|
||||
*
|
||||
* SDL uses this macro for all its public functions. On some targets, it is
|
||||
* used to signal to the compiler that this function needs to be exported from
|
||||
* a shared library, but it might have other side effects.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_DECLSPEC __attribute__ ((visibility("default")))
|
||||
|
||||
/**
|
||||
* A macro to set a function's calling conventions.
|
||||
*
|
||||
* SDL uses this macro for all its public functions, and any callbacks it
|
||||
* defines. This macro guarantees that calling conventions match between SDL
|
||||
* and the app, even if the two were built with different compilers or
|
||||
* optimization settings.
|
||||
*
|
||||
* When writing a callback function, it is very important for it to be
|
||||
* correctly tagged with SDLCALL, as mismatched calling conventions can cause
|
||||
* strange behaviors and can be difficult to diagnose. Plus, on many
|
||||
* platforms, SDLCALL is defined to nothing, so compilers won't be able to
|
||||
* warn that the tag is missing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDLCALL __cdecl
|
||||
|
||||
/**
|
||||
* A macro to request a function be inlined.
|
||||
*
|
||||
* This is a hint to the compiler to inline a function. The compiler is free
|
||||
* to ignore this request. On compilers without inline support, this is
|
||||
* defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_INLINE __inline
|
||||
|
||||
/**
|
||||
* A macro to demand a function be inlined.
|
||||
*
|
||||
* This is a command to the compiler to inline a function. SDL uses this macro
|
||||
* in its public headers for a handful of simple functions. On compilers
|
||||
* without forceinline support, this is defined to `static SDL_INLINE`, which
|
||||
* is often good enough.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FORCE_INLINE __forceinline
|
||||
|
||||
/**
|
||||
* A macro to tag a function as never-returning.
|
||||
*
|
||||
* This is a hint to the compiler that a function does not return. An example
|
||||
* of a function like this is the C runtime's exit() function.
|
||||
*
|
||||
* This hint can lead to code optimizations, and help analyzers understand
|
||||
* code flow better. On compilers without noreturn support, this is defined to
|
||||
* nothing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NORETURN __attribute__((noreturn))
|
||||
|
||||
/**
|
||||
* A macro to tag a function as never-returning (for analysis purposes).
|
||||
*
|
||||
* This is almost identical to SDL_NORETURN, except functions marked with this
|
||||
* _can_ actually return. The difference is that this isn't used for code
|
||||
* generation, but rather static analyzers use this information to assume
|
||||
* truths about program state and available code paths. Specifically, this tag
|
||||
* is useful for writing an assertion mechanism. Indeed, SDL_assert uses this
|
||||
* tag behind the scenes. Generally, apps that don't understand the specific
|
||||
* use-case for this tag should avoid using it directly.
|
||||
*
|
||||
* On compilers without analyzer_noreturn support, this is defined to nothing.
|
||||
*
|
||||
* This symbol is used in SDL's headers, but apps and other libraries are
|
||||
* welcome to use it for their own interfaces as well.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
|
||||
|
||||
|
||||
/**
|
||||
* A macro to signal that a case statement without a `break` is intentional.
|
||||
*
|
||||
* C compilers have gotten more aggressive about warning when a switch's
|
||||
* `case` block does not end with a `break` or other flow control statement,
|
||||
* flowing into the next case's code, as this is a common accident that leads
|
||||
* to strange bugs. But sometimes falling through to the next case is the
|
||||
* correct and desired behavior. This symbol lets an app communicate this
|
||||
* intention to the compiler, so it doesn't generate a warning.
|
||||
*
|
||||
* It is used like this:
|
||||
*
|
||||
* ```c
|
||||
* switch (x) {
|
||||
* case 1:
|
||||
* DoSomethingOnlyForOne();
|
||||
* SDL_FALLTHROUGH; // tell the compiler this was intentional.
|
||||
* case 2:
|
||||
* DoSomethingForOneAndTwo();
|
||||
* break;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_FALLTHROUGH [[fallthrough]]
|
||||
|
||||
/**
|
||||
* A macro to tag a function's return value as critical.
|
||||
*
|
||||
* This is a hint to the compiler that a function's return value should not be
|
||||
* ignored.
|
||||
*
|
||||
* If an NODISCARD function's return value is thrown away (the function is
|
||||
* called as if it returns `void`), the compiler will issue a warning.
|
||||
*
|
||||
* While it's generally good practice to check return values for errors, often
|
||||
* times legitimate programs do not for good reasons. Be careful about what
|
||||
* functions are tagged as NODISCARD. It operates best when used on a function
|
||||
* that's failure is surprising and catastrophic; a good example would be a
|
||||
* program that checks the return values of all its file write function calls
|
||||
* but not the call to close the file, which it assumes incorrectly never
|
||||
* fails.
|
||||
*
|
||||
* Function callers that want to throw away a NODISCARD return value can call
|
||||
* the function with a `(void)` cast, which informs the compiler the act is
|
||||
* intentional.
|
||||
*
|
||||
* On compilers without nodiscard support, this is defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_NODISCARD [[nodiscard]]
|
||||
|
||||
/**
|
||||
* A macro to tag a function as an allocator.
|
||||
*
|
||||
* This is a hint to the compiler that a function is an allocator, like
|
||||
* malloc(), with certain rules. A description of how GCC treats this hint is
|
||||
* here:
|
||||
*
|
||||
* https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-malloc-function-attribute
|
||||
*
|
||||
* On compilers without allocator tag support, this is defined to nothing.
|
||||
*
|
||||
* Most apps don't need to, and should not, use this directly.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
|
||||
|
||||
/**
|
||||
* A macro to tag a function as returning a certain allocation.
|
||||
*
|
||||
* This is a hint to the compiler that a function allocates and returns a
|
||||
* specific amount of memory based on one of its arguments. For example, the C
|
||||
* runtime's malloc() function could use this macro with an argument of 1
|
||||
* (first argument to malloc is the size of the allocation).
|
||||
*
|
||||
* On compilers without alloc_size support, this is defined to nothing.
|
||||
*
|
||||
* Most apps don't need to, and should not, use this directly.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
|
||||
|
||||
/**
|
||||
* A macro to tag a pointer variable, to help with pointer aliasing.
|
||||
*
|
||||
* A good explanation of the restrict keyword is here:
|
||||
*
|
||||
* https://en.wikipedia.org/wiki/Restrict
|
||||
*
|
||||
* On compilers without restrict support, this is defined to nothing.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_RESTRICT __restrict__
|
||||
|
||||
/**
|
||||
* Check if the compiler supports a given builtin functionality.
|
||||
*
|
||||
* This allows preprocessor checks for things that otherwise might fail to
|
||||
* compile.
|
||||
*
|
||||
* Supported by virtually all clang versions and more-recent GCCs. Use this
|
||||
* instead of checking the clang version if possible.
|
||||
*
|
||||
* On compilers without has_builtin support, this is defined to 0 (always
|
||||
* false).
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
|
||||
|
||||
/* end of wiki documentation section. */
|
||||
#endif
|
||||
|
||||
#ifndef SDL_HAS_BUILTIN
|
||||
#ifdef __has_builtin
|
||||
#define SDL_HAS_BUILTIN(x) __has_builtin(x)
|
||||
#else
|
||||
#define SDL_HAS_BUILTIN(x) 0
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_DEPRECATED
|
||||
# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */
|
||||
# define SDL_DEPRECATED __attribute__((deprecated))
|
||||
# elif defined(_MSC_VER)
|
||||
# define SDL_DEPRECATED __declspec(deprecated)
|
||||
# else
|
||||
# define SDL_DEPRECATED
|
||||
# endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_UNUSED
|
||||
# ifdef __GNUC__
|
||||
# define SDL_UNUSED __attribute__((unused))
|
||||
# else
|
||||
# define SDL_UNUSED
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* Some compilers use a special export keyword */
|
||||
#ifndef SDL_DECLSPEC
|
||||
# if defined(SDL_PLATFORM_WINDOWS)
|
||||
# ifdef DLL_EXPORT
|
||||
# define SDL_DECLSPEC __declspec(dllexport)
|
||||
# else
|
||||
# define SDL_DECLSPEC
|
||||
# endif
|
||||
# else
|
||||
# if defined(__GNUC__) && __GNUC__ >= 4
|
||||
# define SDL_DECLSPEC __attribute__ ((visibility("default")))
|
||||
# else
|
||||
# define SDL_DECLSPEC
|
||||
# endif
|
||||
# endif
|
||||
#endif
|
||||
|
||||
/* By default SDL uses the C calling convention */
|
||||
#ifndef SDLCALL
|
||||
#if defined(SDL_PLATFORM_WINDOWS) && !defined(__GNUC__)
|
||||
#define SDLCALL __cdecl
|
||||
#else
|
||||
#define SDLCALL
|
||||
#endif
|
||||
#endif /* SDLCALL */
|
||||
|
||||
/* Force structure packing at 4 byte alignment.
|
||||
This is necessary if the header is included in code which has structure
|
||||
packing set to an alternate value, say for loading structures from disk.
|
||||
The packing is reset to the previous value in SDL_close_code.h
|
||||
*/
|
||||
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable: 4103)
|
||||
#endif
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wpragma-pack"
|
||||
#endif
|
||||
#ifdef __BORLANDC__
|
||||
#pragma nopackwarning
|
||||
#endif
|
||||
#ifdef _WIN64
|
||||
/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */
|
||||
#pragma pack(push,8)
|
||||
#else
|
||||
#pragma pack(push,4)
|
||||
#endif
|
||||
#endif /* Compiler needs structure packing set */
|
||||
|
||||
#ifndef SDL_INLINE
|
||||
#ifdef __GNUC__
|
||||
#define SDL_INLINE __inline__
|
||||
#elif defined(_MSC_VER) || defined(__BORLANDC__) || \
|
||||
defined(__DMC__) || defined(__SC__) || \
|
||||
defined(__WATCOMC__) || defined(__LCC__) || \
|
||||
defined(__DECC) || defined(__CC_ARM)
|
||||
#define SDL_INLINE __inline
|
||||
#ifndef __inline__
|
||||
#define __inline__ __inline
|
||||
#endif
|
||||
#else
|
||||
#define SDL_INLINE inline
|
||||
#ifndef __inline__
|
||||
#define __inline__ inline
|
||||
#endif
|
||||
#endif
|
||||
#endif /* SDL_INLINE not defined */
|
||||
|
||||
#ifndef SDL_FORCE_INLINE
|
||||
#ifdef _MSC_VER
|
||||
#define SDL_FORCE_INLINE __forceinline
|
||||
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
|
||||
#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__
|
||||
#else
|
||||
#define SDL_FORCE_INLINE static SDL_INLINE
|
||||
#endif
|
||||
#endif /* SDL_FORCE_INLINE not defined */
|
||||
|
||||
#ifndef SDL_NORETURN
|
||||
#ifdef __GNUC__
|
||||
#define SDL_NORETURN __attribute__((noreturn))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_NORETURN __declspec(noreturn)
|
||||
#else
|
||||
#define SDL_NORETURN
|
||||
#endif
|
||||
#endif /* SDL_NORETURN not defined */
|
||||
|
||||
#ifdef __clang__
|
||||
#if __has_feature(attribute_analyzer_noreturn)
|
||||
#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn))
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifndef SDL_ANALYZER_NORETURN
|
||||
#define SDL_ANALYZER_NORETURN
|
||||
#endif
|
||||
|
||||
/* Apparently this is needed by several Windows compilers */
|
||||
#ifndef __MACH__
|
||||
#ifndef NULL
|
||||
#ifdef __cplusplus
|
||||
#define NULL 0
|
||||
#else
|
||||
#define NULL ((void *)0)
|
||||
#endif
|
||||
#endif /* NULL */
|
||||
#endif /* ! macOS - breaks precompiled headers */
|
||||
|
||||
#ifndef SDL_FALLTHROUGH
|
||||
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
|
||||
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L)
|
||||
#define SDL_FALLTHROUGH [[fallthrough]]
|
||||
#else
|
||||
#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC)
|
||||
#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__)
|
||||
#else
|
||||
#define SDL_HAS_FALLTHROUGH 0
|
||||
#endif /* __has_attribute */
|
||||
#if SDL_HAS_FALLTHROUGH && \
|
||||
((defined(__GNUC__) && __GNUC__ >= 7) || \
|
||||
(defined(__clang_major__) && __clang_major__ >= 10))
|
||||
#define SDL_FALLTHROUGH __attribute__((__fallthrough__))
|
||||
#else
|
||||
#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */
|
||||
#endif /* SDL_HAS_FALLTHROUGH */
|
||||
#undef SDL_HAS_FALLTHROUGH
|
||||
#endif /* C++17 or C2x */
|
||||
#endif /* SDL_FALLTHROUGH not defined */
|
||||
|
||||
#ifndef SDL_NODISCARD
|
||||
#if (defined(__cplusplus) && __cplusplus >= 201703L) || \
|
||||
(defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L)
|
||||
#define SDL_NODISCARD [[nodiscard]]
|
||||
#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) )
|
||||
#define SDL_NODISCARD __attribute__((warn_unused_result))
|
||||
#elif defined(_MSC_VER) && (_MSC_VER >= 1700)
|
||||
#define SDL_NODISCARD _Check_return_
|
||||
#else
|
||||
#define SDL_NODISCARD
|
||||
#endif /* C++17 or C23 */
|
||||
#endif /* SDL_NODISCARD not defined */
|
||||
|
||||
#ifndef SDL_MALLOC
|
||||
#if defined(__GNUC__) && (__GNUC__ >= 3)
|
||||
#define SDL_MALLOC __attribute__((malloc))
|
||||
/** FIXME
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_MALLOC __declspec(allocator) __desclspec(restrict)
|
||||
**/
|
||||
#else
|
||||
#define SDL_MALLOC
|
||||
#endif
|
||||
#endif /* SDL_MALLOC not defined */
|
||||
|
||||
#ifndef SDL_ALLOC_SIZE
|
||||
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
|
||||
#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p)))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_ALLOC_SIZE(p)
|
||||
#else
|
||||
#define SDL_ALLOC_SIZE(p)
|
||||
#endif
|
||||
#endif /* SDL_ALLOC_SIZE not defined */
|
||||
|
||||
#ifndef SDL_ALLOC_SIZE2
|
||||
#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)))
|
||||
#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2)))
|
||||
#elif defined(_MSC_VER)
|
||||
#define SDL_ALLOC_SIZE2(p1, p2)
|
||||
#else
|
||||
#define SDL_ALLOC_SIZE2(p1, p2)
|
||||
#endif
|
||||
#endif /* SDL_ALLOC_SIZE2 not defined */
|
||||
@@ -1,147 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryBits
|
||||
*
|
||||
* Functions for fiddling with bits and bitmasks.
|
||||
*/
|
||||
|
||||
#ifndef SDL_bits_h_
|
||||
#define SDL_bits_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#if defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline int _SDL_bsr_watcom(Uint32);
|
||||
#pragma aux _SDL_bsr_watcom = \
|
||||
"bsr eax, eax" \
|
||||
parm [eax] nomemory \
|
||||
value [eax] \
|
||||
modify exact [eax] nomemory;
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Get the index of the most significant (set) bit in a 32-bit number.
|
||||
*
|
||||
* Result is undefined when called with 0. This operation can also be stated
|
||||
* as "count leading zeroes" and "log base 2".
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the 32-bit value to examine.
|
||||
* \returns the index of the most significant bit, or -1 if the value is 0.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x)
|
||||
{
|
||||
#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4))
|
||||
/* Count Leading Zeroes builtin in GCC.
|
||||
* http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html
|
||||
*/
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
return 31 - __builtin_clz(x);
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
return _SDL_bsr_watcom(x);
|
||||
#elif defined(_MSC_VER) && _MSC_VER >= 1400
|
||||
unsigned long index;
|
||||
if (_BitScanReverse(&index, x)) {
|
||||
return (int)index;
|
||||
}
|
||||
return -1;
|
||||
#else
|
||||
/* Based off of Bit Twiddling Hacks by Sean Eron Anderson
|
||||
* <seander@cs.stanford.edu>, released in the public domain.
|
||||
* http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog
|
||||
*/
|
||||
const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000};
|
||||
const int S[] = {1, 2, 4, 8, 16};
|
||||
|
||||
int msbIndex = 0;
|
||||
int i;
|
||||
|
||||
if (x == 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (i = 4; i >= 0; i--)
|
||||
{
|
||||
if (x & b[i])
|
||||
{
|
||||
x >>= S[i];
|
||||
msbIndex |= S[i];
|
||||
}
|
||||
}
|
||||
|
||||
return msbIndex;
|
||||
#endif
|
||||
}
|
||||
|
||||
/**
|
||||
* Determine if a unsigned 32-bit value has exactly one bit set.
|
||||
*
|
||||
* If there are no bits set (`x` is zero), or more than one bit set, this
|
||||
* returns false. If any one bit is exclusively set, this returns true.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the 32-bit value to examine.
|
||||
* \returns true if exactly one bit is set in `x`, false otherwise.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x)
|
||||
{
|
||||
if (x && !(x & (x - 1))) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_bits_h_ */
|
||||
@@ -1,202 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryBlendmode
|
||||
*
|
||||
* Blend modes decide how two colors will mix together. There are both
|
||||
* standard modes for basic needs and a means to create custom modes,
|
||||
* dictating what sort of math to do on what color components.
|
||||
*/
|
||||
|
||||
#ifndef SDL_blendmode_h_
|
||||
#define SDL_blendmode_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A set of blend modes used in drawing operations.
|
||||
*
|
||||
* These predefined blend modes are supported everywhere.
|
||||
*
|
||||
* Additional values may be obtained from SDL_ComposeCustomBlendMode.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ComposeCustomBlendMode
|
||||
*/
|
||||
typedef Uint32 SDL_BlendMode;
|
||||
|
||||
#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */
|
||||
#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */
|
||||
#define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */
|
||||
#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */
|
||||
#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */
|
||||
#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu
|
||||
|
||||
/**
|
||||
* The blend operation used when combining source and destination pixel
|
||||
* components.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_BlendOperation
|
||||
{
|
||||
SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */
|
||||
SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */
|
||||
} SDL_BlendOperation;
|
||||
|
||||
/**
|
||||
* The normalized factor used to multiply pixel components.
|
||||
*
|
||||
* The blend factors are multiplied with the pixels from a drawing operation
|
||||
* (src) and the pixels from the render target (dst) before the blend
|
||||
* operation. The comma-separated factors listed above are always applied in
|
||||
* the component order red, green, blue, and alpha.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef enum SDL_BlendFactor
|
||||
{
|
||||
SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */
|
||||
SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */
|
||||
SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */
|
||||
SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */
|
||||
SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */
|
||||
SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */
|
||||
SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */
|
||||
} SDL_BlendFactor;
|
||||
|
||||
/**
|
||||
* Compose a custom blend mode for renderers.
|
||||
*
|
||||
* The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept
|
||||
* the SDL_BlendMode returned by this function if the renderer supports it.
|
||||
*
|
||||
* A blend mode controls how the pixels from a drawing operation (source) get
|
||||
* combined with the pixels from the render target (destination). First, the
|
||||
* components of the source and destination pixels get multiplied with their
|
||||
* blend factors. Then, the blend operation takes the two products and
|
||||
* calculates the result that will get stored in the render target.
|
||||
*
|
||||
* Expressed in pseudocode, it would look like this:
|
||||
*
|
||||
* ```c
|
||||
* dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor);
|
||||
* dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor);
|
||||
* ```
|
||||
*
|
||||
* Where the functions `colorOperation(src, dst)` and `alphaOperation(src,
|
||||
* dst)` can return one of the following:
|
||||
*
|
||||
* - `src + dst`
|
||||
* - `src - dst`
|
||||
* - `dst - src`
|
||||
* - `min(src, dst)`
|
||||
* - `max(src, dst)`
|
||||
*
|
||||
* The red, green, and blue components are always multiplied with the first,
|
||||
* second, and third components of the SDL_BlendFactor, respectively. The
|
||||
* fourth component is not used.
|
||||
*
|
||||
* The alpha component is always multiplied with the fourth component of the
|
||||
* SDL_BlendFactor. The other components are not used in the alpha
|
||||
* calculation.
|
||||
*
|
||||
* Support for these blend modes varies for each renderer. To check if a
|
||||
* specific SDL_BlendMode is supported, create a renderer and pass it to
|
||||
* either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will
|
||||
* return with an error if the blend mode is not supported.
|
||||
*
|
||||
* This list describes the support of custom blend modes for each renderer.
|
||||
* All renderers support the four blend modes listed in the SDL_BlendMode
|
||||
* enumeration.
|
||||
*
|
||||
* - **direct3d**: Supports all operations with all factors. However, some
|
||||
* factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and
|
||||
* `SDL_BLENDOPERATION_MAXIMUM`.
|
||||
* - **direct3d11**: Same as Direct3D 9.
|
||||
* - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all
|
||||
* factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here.
|
||||
* - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`,
|
||||
* `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT`
|
||||
* operations with all factors.
|
||||
* - **psp**: No custom blend mode support.
|
||||
* - **software**: No custom blend mode support.
|
||||
*
|
||||
* Some renderers do not provide an alpha component for the default render
|
||||
* target. The `SDL_BLENDFACTOR_DST_ALPHA` and
|
||||
* `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this
|
||||
* case.
|
||||
*
|
||||
* \param srcColorFactor the SDL_BlendFactor applied to the red, green, and
|
||||
* blue components of the source pixels.
|
||||
* \param dstColorFactor the SDL_BlendFactor applied to the red, green, and
|
||||
* blue components of the destination pixels.
|
||||
* \param colorOperation the SDL_BlendOperation used to combine the red,
|
||||
* green, and blue components of the source and
|
||||
* destination pixels.
|
||||
* \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
||||
* the source pixels.
|
||||
* \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of
|
||||
* the destination pixels.
|
||||
* \param alphaOperation the SDL_BlendOperation used to combine the alpha
|
||||
* component of the source and destination pixels.
|
||||
* \returns an SDL_BlendMode that represents the chosen factors and
|
||||
* operations.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetRenderDrawBlendMode
|
||||
* \sa SDL_GetRenderDrawBlendMode
|
||||
* \sa SDL_SetTextureBlendMode
|
||||
* \sa SDL_GetTextureBlendMode
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor,
|
||||
SDL_BlendFactor dstColorFactor,
|
||||
SDL_BlendOperation colorOperation,
|
||||
SDL_BlendFactor srcAlphaFactor,
|
||||
SDL_BlendFactor dstAlphaFactor,
|
||||
SDL_BlendOperation alphaOperation);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_blendmode_h_ */
|
||||
@@ -1,519 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryCamera
|
||||
*
|
||||
* Video capture for the SDL library.
|
||||
*
|
||||
* This API lets apps read input from video sources, like webcams. Camera
|
||||
* devices can be enumerated, queried, and opened. Once opened, it will
|
||||
* provide SDL_Surface objects as new frames of video come in. These surfaces
|
||||
* can be uploaded to an SDL_Texture or processed as pixels in memory.
|
||||
*
|
||||
* Several platforms will alert the user if an app tries to access a camera,
|
||||
* and some will present a UI asking the user if your application should be
|
||||
* allowed to obtain images at all, which they can deny. A successfully opened
|
||||
* camera will not provide images until permission is granted. Applications,
|
||||
* after opening a camera device, can see if they were granted access by
|
||||
* either polling with the SDL_GetCameraPermissionState() function, or waiting
|
||||
* for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED
|
||||
* event. Platforms that don't have any user approval process will report
|
||||
* approval immediately.
|
||||
*
|
||||
* Note that SDL cameras only provide video as individual frames; they will
|
||||
* not provide full-motion video encoded in a movie file format, although an
|
||||
* app is free to encode the acquired frames into any format it likes. It also
|
||||
* does not provide audio from the camera hardware through this API; not only
|
||||
* do many webcams not have microphones at all, many people--from streamers to
|
||||
* people on Zoom calls--will want to use a separate microphone regardless of
|
||||
* the camera. In any case, recorded audio will be available through SDL's
|
||||
* audio API no matter what hardware provides the microphone.
|
||||
*
|
||||
* ## Camera gotchas
|
||||
*
|
||||
* Consumer-level camera hardware tends to take a little while to warm up,
|
||||
* once the device has been opened. Generally most camera apps have some sort
|
||||
* of UI to take a picture (a button to snap a pic while a preview is showing,
|
||||
* some sort of multi-second countdown for the user to pose, like a photo
|
||||
* booth), which puts control in the users' hands, or they are intended to
|
||||
* stay on for long times (Pokemon Go, etc).
|
||||
*
|
||||
* It's not uncommon that a newly-opened camera will provide a couple of
|
||||
* completely black frames, maybe followed by some under-exposed images. If
|
||||
* taking a single frame automatically, or recording video from a camera's
|
||||
* input without the user initiating it from a preview, it could be wise to
|
||||
* drop the first several frames (if not the first several _seconds_ worth of
|
||||
* frames!) before using images from a camera.
|
||||
*/
|
||||
|
||||
#ifndef SDL_camera_h_
|
||||
#define SDL_camera_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_pixels.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_surface.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* This is a unique ID for a camera device for the time it is connected to the
|
||||
* system, and is never reused for the lifetime of the application.
|
||||
*
|
||||
* If the device is disconnected and reconnected, it will get a new ID.
|
||||
*
|
||||
* The value 0 is an invalid ID.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
typedef Uint32 SDL_CameraID;
|
||||
|
||||
/**
|
||||
* The opaque structure used to identify an opened SDL camera.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_Camera SDL_Camera;
|
||||
|
||||
/**
|
||||
* The details of an output format for a camera device.
|
||||
*
|
||||
* Cameras often support multiple formats; each one will be encapsulated in
|
||||
* this struct.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraSupportedFormats
|
||||
* \sa SDL_GetCameraFormat
|
||||
*/
|
||||
typedef struct SDL_CameraSpec
|
||||
{
|
||||
SDL_PixelFormat format; /**< Frame format */
|
||||
SDL_Colorspace colorspace; /**< Frame colorspace */
|
||||
int width; /**< Frame width */
|
||||
int height; /**< Frame height */
|
||||
int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */
|
||||
int framerate_denominator; /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */
|
||||
} SDL_CameraSpec;
|
||||
|
||||
/**
|
||||
* The position of camera in relation to system device.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraPosition
|
||||
*/
|
||||
typedef enum SDL_CameraPosition
|
||||
{
|
||||
SDL_CAMERA_POSITION_UNKNOWN,
|
||||
SDL_CAMERA_POSITION_FRONT_FACING,
|
||||
SDL_CAMERA_POSITION_BACK_FACING
|
||||
} SDL_CameraPosition;
|
||||
|
||||
|
||||
/**
|
||||
* Use this function to get the number of built-in camera drivers.
|
||||
*
|
||||
* This function returns a hardcoded number. This never returns a negative
|
||||
* value; if there are no drivers compiled into this build of SDL, this
|
||||
* function returns zero. The presence of a driver in this list does not mean
|
||||
* it will function, it just means SDL is capable of interacting with that
|
||||
* interface. For example, a build of SDL might have v4l2 support, but if
|
||||
* there's no kernel support available, SDL's v4l2 driver would fail if used.
|
||||
*
|
||||
* By default, SDL tries all drivers, in its preferred order, until one is
|
||||
* found to be usable.
|
||||
*
|
||||
* \returns the number of built-in camera drivers.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameraDriver
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void);
|
||||
|
||||
/**
|
||||
* Use this function to get the name of a built in camera driver.
|
||||
*
|
||||
* The list of camera drivers is given in the order that they are normally
|
||||
* initialized by default; the drivers that seem more reasonable to choose
|
||||
* first (as far as the SDL developers believe) are earlier in the list.
|
||||
*
|
||||
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
|
||||
* "coremedia" or "android". These never have Unicode characters, and are not
|
||||
* meant to be proper names.
|
||||
*
|
||||
* \param index the index of the camera driver; the value ranges from 0 to
|
||||
* SDL_GetNumCameraDrivers() - 1.
|
||||
* \returns the name of the camera driver at the requested index, or NULL if
|
||||
* an invalid index was specified.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetNumCameraDrivers
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index);
|
||||
|
||||
/**
|
||||
* Get the name of the current camera driver.
|
||||
*
|
||||
* The names of drivers are all simple, low-ASCII identifiers, like "v4l2",
|
||||
* "coremedia" or "android". These never have Unicode characters, and are not
|
||||
* meant to be proper names.
|
||||
*
|
||||
* \returns the name of the current camera driver or NULL if no driver has
|
||||
* been initialized.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void);
|
||||
|
||||
/**
|
||||
* Get a list of currently connected camera devices.
|
||||
*
|
||||
* \param count a pointer filled in with the number of cameras returned, may
|
||||
* be NULL.
|
||||
* \returns a 0 terminated array of camera instance IDs or NULL on failure;
|
||||
* call SDL_GetError() for more information. This should be freed
|
||||
* with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count);
|
||||
|
||||
/**
|
||||
* Get the list of native formats/sizes a camera supports.
|
||||
*
|
||||
* This returns a list of all formats and frame sizes that a specific camera
|
||||
* can offer. This is useful if your app can accept a variety of image formats
|
||||
* and sizes and so want to find the optimal spec that doesn't require
|
||||
* conversion.
|
||||
*
|
||||
* This function isn't strictly required; if you call SDL_OpenCamera with a
|
||||
* NULL spec, SDL will choose a native format for you, and if you instead
|
||||
* specify a desired format, it will transparently convert to the requested
|
||||
* format on your behalf.
|
||||
*
|
||||
* If `count` is not NULL, it will be filled with the number of elements in
|
||||
* the returned array.
|
||||
*
|
||||
* Note that it's legal for a camera to supply an empty list. This is what
|
||||
* will happen on Emscripten builds, since that platform won't tell _anything_
|
||||
* about available cameras until you've opened one, and won't even tell if
|
||||
* there _is_ a camera until the user has given you permission to check
|
||||
* through a scary warning popup.
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \param count a pointer filled in with the number of elements in the list,
|
||||
* may be NULL.
|
||||
* \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on
|
||||
* failure; call SDL_GetError() for more information. This is a
|
||||
* single allocation that should be freed with SDL_free() when it is
|
||||
* no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count);
|
||||
|
||||
/**
|
||||
* Get the human-readable device name for a camera.
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \returns a human-readable device name or NULL on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id);
|
||||
|
||||
/**
|
||||
* Get the position of the camera in relation to the system.
|
||||
*
|
||||
* Most platforms will report UNKNOWN, but mobile devices, like phones, can
|
||||
* often make a distinction between cameras on the front of the device (that
|
||||
* points towards the user, for taking "selfies") and cameras on the back (for
|
||||
* filming in the direction the user is facing).
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \returns the position of the camera on the system hardware.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id);
|
||||
|
||||
/**
|
||||
* Open a video recording device (a "camera").
|
||||
*
|
||||
* You can open the device with any reasonable spec, and if the hardware can't
|
||||
* directly support it, it will convert data seamlessly to the requested
|
||||
* format. This might incur overhead, including scaling of image data.
|
||||
*
|
||||
* If you would rather accept whatever format the device offers, you can pass
|
||||
* a NULL spec here and it will choose one for you (and you can use
|
||||
* SDL_Surface's conversion/scaling functions directly if necessary).
|
||||
*
|
||||
* You can call SDL_GetCameraFormat() to get the actual data format if passing
|
||||
* a NULL spec here. You can see the exact specs a device can support without
|
||||
* conversion with SDL_GetCameraSupportedFormats().
|
||||
*
|
||||
* SDL will not attempt to emulate framerate; it will try to set the hardware
|
||||
* to the rate closest to the requested speed, but it won't attempt to limit
|
||||
* or duplicate frames artificially; call SDL_GetCameraFormat() to see the
|
||||
* actual framerate of the opened the device, and check your timestamps if
|
||||
* this is crucial to your app!
|
||||
*
|
||||
* Note that the camera is not usable until the user approves its use! On some
|
||||
* platforms, the operating system will prompt the user to permit access to
|
||||
* the camera, and they can choose Yes or No at that point. Until they do, the
|
||||
* camera will not be usable. The app should either wait for an
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
|
||||
* or poll SDL_GetCameraPermissionState() occasionally until it returns
|
||||
* non-zero. On platforms that don't require explicit user approval (and
|
||||
* perhaps in places where the user previously permitted access), the approval
|
||||
* event might come immediately, but it might come seconds, minutes, or hours
|
||||
* later!
|
||||
*
|
||||
* \param instance_id the camera device instance ID.
|
||||
* \param spec the desired format for data the device will provide. Can be
|
||||
* NULL.
|
||||
* \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for
|
||||
* more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetCameras
|
||||
* \sa SDL_GetCameraFormat
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec);
|
||||
|
||||
/**
|
||||
* Query if camera access has been approved by the user.
|
||||
*
|
||||
* Cameras will not function between when the device is opened by the app and
|
||||
* when the user permits access to the hardware. On some platforms, this
|
||||
* presents as a popup dialog where the user has to explicitly approve access;
|
||||
* on others the approval might be implicit and not alert the user at all.
|
||||
*
|
||||
* This function can be used to check the status of that approval. It will
|
||||
* return 0 if still waiting for user response, 1 if the camera is approved
|
||||
* for use, and -1 if the user denied access.
|
||||
*
|
||||
* Instead of polling with this function, you can wait for a
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event
|
||||
* in the standard SDL event loop, which is guaranteed to be sent once when
|
||||
* permission to use the camera is decided.
|
||||
*
|
||||
* If a camera is declined, there's nothing to be done but call
|
||||
* SDL_CloseCamera() to dispose of it.
|
||||
*
|
||||
* \param camera the opened camera device to query.
|
||||
* \returns -1 if user denied access to the camera, 1 if user approved access,
|
||||
* 0 if no decision has been made yet.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
* \sa SDL_CloseCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the instance ID of an opened camera.
|
||||
*
|
||||
* \param camera an SDL_Camera to query.
|
||||
* \returns the instance ID of the specified camera on success or 0 on
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the properties associated with an opened camera.
|
||||
*
|
||||
* \param camera the SDL_Camera obtained from SDL_OpenCamera().
|
||||
* \returns a valid property ID on success or 0 on failure; call
|
||||
* SDL_GetError() for more information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera);
|
||||
|
||||
/**
|
||||
* Get the spec that a camera is using when generating images.
|
||||
*
|
||||
* Note that this might not be the native format of the hardware, as SDL might
|
||||
* be converting to this format behind the scenes.
|
||||
*
|
||||
* If the system is waiting for the user to approve access to the camera, as
|
||||
* some platforms require, this will return false, but this isn't necessarily
|
||||
* a fatal error; you should either wait for an
|
||||
* SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event,
|
||||
* or poll SDL_GetCameraPermissionState() occasionally until it returns
|
||||
* non-zero.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param spec the SDL_CameraSpec to be initialized by this function.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec);
|
||||
|
||||
/**
|
||||
* Acquire a frame.
|
||||
*
|
||||
* The frame is a memory pointer to the image data, whose size and format are
|
||||
* given by the spec requested when opening the device.
|
||||
*
|
||||
* This is a non blocking API. If there is a frame available, a non-NULL
|
||||
* surface is returned, and timestampNS will be filled with a non-zero value.
|
||||
*
|
||||
* Note that an error case can also return NULL, but a NULL by itself is
|
||||
* normal and just signifies that a new frame is not yet available. Note that
|
||||
* even if a camera device fails outright (a USB camera is unplugged while in
|
||||
* use, etc), SDL will send an event separately to notify the app, but
|
||||
* continue to provide blank frames at ongoing intervals until
|
||||
* SDL_CloseCamera() is called, so real failure here is almost always an out
|
||||
* of memory condition.
|
||||
*
|
||||
* After use, the frame should be released with SDL_ReleaseCameraFrame(). If
|
||||
* you don't do this, the system may stop providing more video!
|
||||
*
|
||||
* Do not call SDL_DestroySurface() on the returned surface! It must be given
|
||||
* back to the camera subsystem with SDL_ReleaseCameraFrame!
|
||||
*
|
||||
* If the system is waiting for the user to approve access to the camera, as
|
||||
* some platforms require, this will return NULL (no frames available); you
|
||||
* should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or
|
||||
* SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll
|
||||
* SDL_GetCameraPermissionState() occasionally until it returns non-zero.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param timestampNS a pointer filled in with the frame's timestamp, or 0 on
|
||||
* error. Can be NULL.
|
||||
* \returns a new frame of video on success, NULL if none is currently
|
||||
* available.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ReleaseCameraFrame
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS);
|
||||
|
||||
/**
|
||||
* Release a frame of video acquired from a camera.
|
||||
*
|
||||
* Let the back-end re-use the internal buffer for camera.
|
||||
*
|
||||
* This function _must_ be called only on surface objects returned by
|
||||
* SDL_AcquireCameraFrame(). This function should be called as quickly as
|
||||
* possible after acquisition, as SDL keeps a small FIFO queue of surfaces for
|
||||
* video frames; if surfaces aren't released in a timely manner, SDL may drop
|
||||
* upcoming video frames from the camera.
|
||||
*
|
||||
* If the app needs to keep the surface for a significant time, they should
|
||||
* make a copy of it and release the original.
|
||||
*
|
||||
* The app should not use the surface again after calling this function;
|
||||
* assume the surface is freed and the pointer is invalid.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
* \param frame the video frame surface to release.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_AcquireCameraFrame
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame);
|
||||
|
||||
/**
|
||||
* Use this function to shut down camera processing and close the camera
|
||||
* device.
|
||||
*
|
||||
* \param camera opened camera device.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread, but no
|
||||
* thread may reference `device` once this function is called.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_OpenCamera
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_camera_h_ */
|
||||
@@ -1,331 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryClipboard
|
||||
*
|
||||
* SDL provides access to the system clipboard, both for reading information
|
||||
* from other processes and publishing information of its own.
|
||||
*
|
||||
* This is not just text! SDL apps can access and publish data by mimetype.
|
||||
*
|
||||
* ## Basic use (text)
|
||||
*
|
||||
* Obtaining and publishing simple text to the system clipboard is as easy as
|
||||
* calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively.
|
||||
* These deal with C strings in UTF-8 encoding. Data transmission and encoding
|
||||
* conversion is completely managed by SDL.
|
||||
*
|
||||
* ## Clipboard callbacks (data other than text)
|
||||
*
|
||||
* Things get more complicated when the clipboard contains something other
|
||||
* than text. Not only can the system clipboard contain data of any type, in
|
||||
* some cases it can contain the same data in different formats! For example,
|
||||
* an image painting app might let the user copy a graphic to the clipboard,
|
||||
* and offers it in .BMP, .JPG, or .PNG format for other apps to consume.
|
||||
*
|
||||
* Obtaining clipboard data ("pasting") like this is a matter of calling
|
||||
* SDL_GetClipboardData() and telling it the mimetype of the data you want.
|
||||
* But how does one know if that format is available? SDL_HasClipboardData()
|
||||
* can report if a specific mimetype is offered, and
|
||||
* SDL_GetClipboardMimeTypes() can provide the entire list of mimetypes
|
||||
* available, so the app can decide what to do with the data and what formats
|
||||
* it can support.
|
||||
*
|
||||
* Setting the clipboard ("copying") to arbitrary data is done with
|
||||
* SDL_SetClipboardData. The app does not provide the data in this call, but
|
||||
* rather the mimetypes it is willing to provide and a callback function.
|
||||
* During the callback, the app will generate the data. This allows massive
|
||||
* data sets to be provided to the clipboard, without any data being copied
|
||||
* before it is explicitly requested. More specifically, it allows an app to
|
||||
* offer data in multiple formats without providing a copy of all of them
|
||||
* upfront. If the app has an image that it could provide in PNG or JPG
|
||||
* format, it doesn't have to encode it to either of those unless and until
|
||||
* something tries to paste it.
|
||||
*
|
||||
* ## Primary Selection
|
||||
*
|
||||
* The X11 and Wayland video targets have a concept of the "primary selection"
|
||||
* in addition to the usual clipboard. This is generally highlighted (but not
|
||||
* explicitly copied) text from various apps. SDL offers APIs for this through
|
||||
* SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers
|
||||
* these APIs on platforms without this concept, too, but only so far that it
|
||||
* will keep a copy of a string that the app sets for later retrieval; the
|
||||
* operating system will not ever attempt to change the string externally if
|
||||
* it doesn't support a primary selection.
|
||||
*/
|
||||
|
||||
#ifndef SDL_clipboard_h_
|
||||
#define SDL_clipboard_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* Function prototypes */
|
||||
|
||||
/**
|
||||
* Put UTF-8 text into the clipboard.
|
||||
*
|
||||
* \param text the text to store in the clipboard.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetClipboardText
|
||||
* \sa SDL_HasClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardText(const char *text);
|
||||
|
||||
/**
|
||||
* Get UTF-8 text from the clipboard.
|
||||
*
|
||||
* This function returns an empty string if there is not enough memory left
|
||||
* for a copy of the clipboard's content.
|
||||
*
|
||||
* \returns the clipboard text on success or an empty string on failure; call
|
||||
* SDL_GetError() for more information. This should be freed with
|
||||
* SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasClipboardText
|
||||
* \sa SDL_SetClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void);
|
||||
|
||||
/**
|
||||
* Query whether the clipboard exists and contains a non-empty text string.
|
||||
*
|
||||
* \returns true if the clipboard has text, or false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetClipboardText
|
||||
* \sa SDL_SetClipboardText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardText(void);
|
||||
|
||||
/**
|
||||
* Put UTF-8 text into the primary selection.
|
||||
*
|
||||
* \param text the text to store in the primary selection.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetPrimarySelectionText(const char *text);
|
||||
|
||||
/**
|
||||
* Get UTF-8 text from the primary selection.
|
||||
*
|
||||
* This function returns an empty string if there is not enough memory left
|
||||
* for a copy of the primary selection's content.
|
||||
*
|
||||
* \returns the primary selection text on success or an empty string on
|
||||
* failure; call SDL_GetError() for more information. This should be
|
||||
* freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void);
|
||||
|
||||
/**
|
||||
* Query whether the primary selection exists and contains a non-empty text
|
||||
* string.
|
||||
*
|
||||
* \returns true if the primary selection has text, or false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrimarySelectionText
|
||||
* \sa SDL_SetPrimarySelectionText
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasPrimarySelectionText(void);
|
||||
|
||||
/**
|
||||
* Callback function that will be called when data for the specified mime-type
|
||||
* is requested by the OS.
|
||||
*
|
||||
* The callback function is called with NULL as the mime_type when the
|
||||
* clipboard is cleared or new data is set. The clipboard is automatically
|
||||
* cleared in SDL_Quit().
|
||||
*
|
||||
* \param userdata a pointer to the provided user data.
|
||||
* \param mime_type the requested mime-type.
|
||||
* \param size a pointer filled in with the length of the returned data.
|
||||
* \returns a pointer to the data for the provided mime-type. Returning NULL
|
||||
* or setting the length to 0 will cause no data to be sent to the
|
||||
* "receiver". It is up to the receiver to handle this. Essentially
|
||||
* returning no data is more or less undefined behavior and may cause
|
||||
* breakage in receiving applications. The returned data will not be
|
||||
* freed, so it needs to be retained and dealt with internally.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size);
|
||||
|
||||
/**
|
||||
* Callback function that will be called when the clipboard is cleared, or when new
|
||||
* data is set.
|
||||
*
|
||||
* \param userdata a pointer to the provided user data.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata);
|
||||
|
||||
/**
|
||||
* Offer clipboard data to the OS.
|
||||
*
|
||||
* Tell the operating system that the application is offering clipboard data
|
||||
* for each of the provided mime-types. Once another application requests the
|
||||
* data the callback function will be called, allowing it to generate and
|
||||
* respond with the data for the requested mime-type.
|
||||
*
|
||||
* The size of text data does not include any terminator, and the text does
|
||||
* not need to be null-terminated (e.g., you can directly copy a portion of a
|
||||
* document).
|
||||
*
|
||||
* \param callback a function pointer to the function that provides the
|
||||
* clipboard data.
|
||||
* \param cleanup a function pointer to the function that cleans up the
|
||||
* clipboard data.
|
||||
* \param userdata an opaque pointer that will be forwarded to the callbacks.
|
||||
* \param mime_types a list of mime-types that are being offered. SDL copies the given list.
|
||||
* \param num_mime_types the number of mime-types in the mime_types list.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearClipboardData
|
||||
* \sa SDL_GetClipboardData
|
||||
* \sa SDL_HasClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types);
|
||||
|
||||
/**
|
||||
* Clear the clipboard data.
|
||||
*
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ClearClipboardData(void);
|
||||
|
||||
/**
|
||||
* Get the data from the clipboard for a given mime type.
|
||||
*
|
||||
* The size of text data does not include the terminator, but the text is
|
||||
* guaranteed to be null-terminated.
|
||||
*
|
||||
* \param mime_type the mime type to read from the clipboard.
|
||||
* \param size a pointer filled in with the length of the returned data.
|
||||
* \returns the retrieved data buffer or NULL on failure; call SDL_GetError()
|
||||
* for more information. This should be freed with SDL_free() when it
|
||||
* is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasClipboardData
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC void * SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size);
|
||||
|
||||
/**
|
||||
* Query whether there is data in the clipboard for the provided mime type.
|
||||
*
|
||||
* \param mime_type the mime type to check for data.
|
||||
* \returns true if data exists in the clipboard for the provided mime type,
|
||||
* false if it does not.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
* \sa SDL_GetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardData(const char *mime_type);
|
||||
|
||||
/**
|
||||
* Retrieve the list of mime types available in the clipboard.
|
||||
*
|
||||
* \param num_mime_types a pointer filled with the number of mime types, may
|
||||
* be NULL.
|
||||
* \returns a null-terminated array of strings with mime types, or NULL on
|
||||
* failure; call SDL_GetError() for more information. This should be
|
||||
* freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety This function should only be called on the main thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_SetClipboardData
|
||||
*/
|
||||
extern SDL_DECLSPEC char ** SDLCALL SDL_GetClipboardMimeTypes(size_t *num_mime_types);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_clipboard_h_ */
|
||||
@@ -1,41 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file reverses the effects of SDL_begin_code.h and should be included
|
||||
* after you finish any function and structure declarations in your headers.
|
||||
*
|
||||
* SDL's headers use this; applications generally should not include this
|
||||
* header directly.
|
||||
*/
|
||||
|
||||
#ifndef SDL_begin_code_h
|
||||
#error SDL_close_code.h included without matching SDL_begin_code.h
|
||||
#endif
|
||||
#undef SDL_begin_code_h
|
||||
|
||||
/* Reset structure packing at previous byte alignment */
|
||||
#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
|
||||
#ifdef __BORLANDC__
|
||||
#pragma nopackwarning
|
||||
#endif
|
||||
#pragma pack(pop)
|
||||
#endif /* Compiler needs structure packing set */
|
||||
@@ -1,22 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* Header file containing SDL's license. */
|
||||
@@ -1,353 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: CPUInfo */
|
||||
|
||||
/**
|
||||
* # CategoryCPUInfo
|
||||
*
|
||||
* CPU feature detection for SDL.
|
||||
*
|
||||
* These functions are largely concerned with reporting if the system has
|
||||
* access to various SIMD instruction sets, but also has other important info
|
||||
* to share, such as system RAM size and number of logical CPU cores.
|
||||
*
|
||||
* CPU instruction set checks, like SDL_HasSSE() and SDL_HasNEON(), are
|
||||
* available on all platforms, even if they don't make sense (an ARM processor
|
||||
* will never have SSE and an x86 processor will never have NEON, for example,
|
||||
* but these functions still exist and will simply return false in these
|
||||
* cases).
|
||||
*/
|
||||
|
||||
#ifndef SDL_cpuinfo_h_
|
||||
#define SDL_cpuinfo_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* A guess for the cacheline size used for padding.
|
||||
*
|
||||
* Most x86 processors have a 64 byte cache line. The 64-bit PowerPC
|
||||
* processors have a 128 byte cache line. We use the larger value to be
|
||||
* generally safe.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_CACHELINE_SIZE 128
|
||||
|
||||
/**
|
||||
* Get the number of logical CPU cores available.
|
||||
*
|
||||
* \returns the total number of logical CPU cores. On CPUs that include
|
||||
* technologies such as hyperthreading, the number of logical cores
|
||||
* may be more than the number of physical cores.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetNumLogicalCPUCores(void);
|
||||
|
||||
/**
|
||||
* Determine the L1 cache line size of the CPU.
|
||||
*
|
||||
* This is useful for determining multi-threaded structure padding or SIMD
|
||||
* prefetch sizes.
|
||||
*
|
||||
* \returns the L1 cache line size of the CPU, in bytes.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AltiVec features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using PowerPC instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns true if the CPU has AltiVec features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAltiVec(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has MMX features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has MMX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasMMX(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE41
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE2 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE2 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE41
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE2(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE3 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE3 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE41
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE3(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE4.1 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE4.1 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE42
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE41(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has SSE4.2 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has SSE4.2 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasSSE
|
||||
* \sa SDL_HasSSE2
|
||||
* \sa SDL_HasSSE3
|
||||
* \sa SDL_HasSSE41
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE42(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AVX features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has AVX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasAVX2
|
||||
* \sa SDL_HasAVX512F
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AVX2 features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has AVX2 features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasAVX
|
||||
* \sa SDL_HasAVX512F
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX2(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has AVX-512F (foundation) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using Intel instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has AVX-512F features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasAVX
|
||||
* \sa SDL_HasAVX2
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX512F(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has ARM SIMD (ARMv6) features.
|
||||
*
|
||||
* This is different from ARM NEON, which is a different instruction set.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using ARM instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has ARM SIMD features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_HasNEON
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasARMSIMD(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has NEON (ARM SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using ARM instruction sets.
|
||||
*
|
||||
* \returns true if the CPU has ARM NEON features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasNEON(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has LSX (LOONGARCH SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using LOONGARCH instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns true if the CPU has LOONGARCH LSX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasLSX(void);
|
||||
|
||||
/**
|
||||
* Determine whether the CPU has LASX (LOONGARCH SIMD) features.
|
||||
*
|
||||
* This always returns false on CPUs that aren't using LOONGARCH instruction
|
||||
* sets.
|
||||
*
|
||||
* \returns true if the CPU has LOONGARCH LASX features or false if not.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_HasLASX(void);
|
||||
|
||||
/**
|
||||
* Get the amount of RAM configured in the system.
|
||||
*
|
||||
* \returns the amount of RAM configured in the system in MiB.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC int SDLCALL SDL_GetSystemRAM(void);
|
||||
|
||||
/**
|
||||
* Report the alignment this system needs for SIMD allocations.
|
||||
*
|
||||
* This will return the minimum number of bytes to which a pointer must be
|
||||
* aligned to be compatible with SIMD instructions on the current machine. For
|
||||
* example, if the machine supports SSE only, it will return 16, but if it
|
||||
* supports AVX-512F, it'll return 64 (etc). This only reports values for
|
||||
* instruction sets SDL knows about, so if your SDL build doesn't have
|
||||
* SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and
|
||||
* not 64 for the AVX-512 instructions that exist but SDL doesn't know about.
|
||||
* Plan accordingly.
|
||||
*
|
||||
* \returns the alignment in bytes needed for available, known SIMD
|
||||
* instructions.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_aligned_alloc
|
||||
* \sa SDL_aligned_free
|
||||
*/
|
||||
extern SDL_DECLSPEC size_t SDLCALL SDL_GetSIMDAlignment(void);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_cpuinfo_h_ */
|
||||
@@ -1,341 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryDialog
|
||||
*
|
||||
* File dialog support.
|
||||
*
|
||||
* SDL offers file dialogs, to let users select files with native GUI
|
||||
* interfaces. There are "open" dialogs, "save" dialogs, and folder selection
|
||||
* dialogs. The app can control some details, such as filtering to specific
|
||||
* files, or whether multiple files can be selected by the user.
|
||||
*
|
||||
* Note that launching a file dialog is a non-blocking operation; control
|
||||
* returns to the app immediately, and a callback is called later (possibly in
|
||||
* another thread) when the user makes a choice.
|
||||
*/
|
||||
|
||||
#ifndef SDL_dialog_h_
|
||||
#define SDL_dialog_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
#include <SDL3/SDL_properties.h>
|
||||
#include <SDL3/SDL_video.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An entry for filters for file dialogs.
|
||||
*
|
||||
* `name` is a user-readable label for the filter (for example, "Office
|
||||
* document").
|
||||
*
|
||||
* `pattern` is a semicolon-separated list of file extensions (for example,
|
||||
* "doc;docx"). File extensions may only contain alphanumeric characters,
|
||||
* hyphens, underscores and periods. Alternatively, the whole string can be a
|
||||
* single asterisk ("*"), which serves as an "All files" filter.
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
typedef struct SDL_DialogFileFilter
|
||||
{
|
||||
const char *name;
|
||||
const char *pattern;
|
||||
} SDL_DialogFileFilter;
|
||||
|
||||
/**
|
||||
* Callback used by file dialog functions.
|
||||
*
|
||||
* The specific usage is described in each function.
|
||||
*
|
||||
* If `filelist` is:
|
||||
*
|
||||
* - NULL, an error occurred. Details can be obtained with SDL_GetError().
|
||||
* - A pointer to NULL, the user either didn't choose any file or canceled the
|
||||
* dialog.
|
||||
* - A pointer to non-`NULL`, the user chose one or more files. The argument
|
||||
* is a null-terminated array of pointers to UTF-8 encoded strings, each
|
||||
* containing a path.
|
||||
*
|
||||
* The filelist argument should not be freed; it will automatically be freed
|
||||
* when the callback returns.
|
||||
*
|
||||
* The filter argument is the index of the filter that was selected, or -1 if
|
||||
* no filter was selected or if the platform or method doesn't support
|
||||
* fetching the selected filter.
|
||||
*
|
||||
* In Android, the `filelist` are `content://` URIs. They should be opened
|
||||
* using SDL_IOFromFile() with appropriate modes. This applies both to open
|
||||
* and save file dialog.
|
||||
*
|
||||
* \param userdata an app-provided pointer, for the callback's use.
|
||||
* \param filelist the file(s) chosen by the user.
|
||||
* \param filter index of the selected filter.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
typedef void (SDLCALL *SDL_DialogFileCallback)(void *userdata, const char * const *filelist, int filter);
|
||||
|
||||
/**
|
||||
* Displays a dialog that lets the user select a file on their filesystem.
|
||||
*
|
||||
* This is an asynchronous function; it will return immediately, and the
|
||||
* result will be passed to the callback.
|
||||
*
|
||||
* The callback will be invoked with a null-terminated list of files the user
|
||||
* chose. The list will be empty if the user canceled the dialog, and it will
|
||||
* be NULL if an error occurred.
|
||||
*
|
||||
* Note that the callback may be called from a different thread than the one
|
||||
* the function was invoked on.
|
||||
*
|
||||
* Depending on the platform, the user may be allowed to input paths that
|
||||
* don't yet exist.
|
||||
*
|
||||
* On Linux, dialogs may require XDG Portals, which requires DBus, which
|
||||
* requires an event-handling loop. Apps that do not use SDL to handle events
|
||||
* should add a call to SDL_PumpEvents in their main loop.
|
||||
*
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param window the window that the dialog should be modal for, may be NULL.
|
||||
* Not all platforms support this option.
|
||||
* \param filters a list of filters, may be NULL. Not all platforms support
|
||||
* this option, and platforms that do support it may allow the
|
||||
* user to ignore the filters. If non-NULL, it must remain
|
||||
* valid at least until the callback is invoked.
|
||||
* \param nfilters the number of filters. Ignored if filters is NULL.
|
||||
* \param default_location the default folder or file to start the dialog at,
|
||||
* may be NULL. Not all platforms support this option.
|
||||
* \param allow_many if non-zero, the user will be allowed to select multiple
|
||||
* entries. Not all platforms support this option.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location, bool allow_many);
|
||||
|
||||
/**
|
||||
* Displays a dialog that lets the user choose a new or existing file on their
|
||||
* filesystem.
|
||||
*
|
||||
* This is an asynchronous function; it will return immediately, and the
|
||||
* result will be passed to the callback.
|
||||
*
|
||||
* The callback will be invoked with a null-terminated list of files the user
|
||||
* chose. The list will be empty if the user canceled the dialog, and it will
|
||||
* be NULL if an error occurred.
|
||||
*
|
||||
* Note that the callback may be called from a different thread than the one
|
||||
* the function was invoked on.
|
||||
*
|
||||
* The chosen file may or may not already exist.
|
||||
*
|
||||
* On Linux, dialogs may require XDG Portals, which requires DBus, which
|
||||
* requires an event-handling loop. Apps that do not use SDL to handle events
|
||||
* should add a call to SDL_PumpEvents in their main loop.
|
||||
*
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param window the window that the dialog should be modal for, may be NULL.
|
||||
* Not all platforms support this option.
|
||||
* \param filters a list of filters, may be NULL. Not all platforms support
|
||||
* this option, and platforms that do support it may allow the
|
||||
* user to ignore the filters. If non-NULL, it must remain
|
||||
* valid at least until the callback is invoked.
|
||||
* \param nfilters the number of filters. Ignored if filters is NULL.
|
||||
* \param default_location the default folder or file to start the dialog at,
|
||||
* may be NULL. Not all platforms support this option.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowSaveFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location);
|
||||
|
||||
/**
|
||||
* Displays a dialog that lets the user select a folder on their filesystem.
|
||||
*
|
||||
* This is an asynchronous function; it will return immediately, and the
|
||||
* result will be passed to the callback.
|
||||
*
|
||||
* The callback will be invoked with a null-terminated list of files the user
|
||||
* chose. The list will be empty if the user canceled the dialog, and it will
|
||||
* be NULL if an error occurred.
|
||||
*
|
||||
* Note that the callback may be called from a different thread than the one
|
||||
* the function was invoked on.
|
||||
*
|
||||
* Depending on the platform, the user may be allowed to input paths that
|
||||
* don't yet exist.
|
||||
*
|
||||
* On Linux, dialogs may require XDG Portals, which requires DBus, which
|
||||
* requires an event-handling loop. Apps that do not use SDL to handle events
|
||||
* should add a call to SDL_PumpEvents in their main loop.
|
||||
*
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param window the window that the dialog should be modal for, may be NULL.
|
||||
* Not all platforms support this option.
|
||||
* \param default_location the default folder or file to start the dialog at,
|
||||
* may be NULL. Not all platforms support this option.
|
||||
* \param allow_many if non-zero, the user will be allowed to select multiple
|
||||
* entries. Not all platforms support this option.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFolderDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const char *default_location, bool allow_many);
|
||||
|
||||
/**
|
||||
* Various types of file dialogs.
|
||||
*
|
||||
* This is used by SDL_ShowFileDialogWithProperties() to decide what kind of
|
||||
* dialog to present to the user.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ShowFileDialogWithProperties
|
||||
*/
|
||||
typedef enum SDL_FileDialogType
|
||||
{
|
||||
SDL_FILEDIALOG_OPENFILE,
|
||||
SDL_FILEDIALOG_SAVEFILE,
|
||||
SDL_FILEDIALOG_OPENFOLDER
|
||||
} SDL_FileDialogType;
|
||||
|
||||
/**
|
||||
* Create and launch a file dialog with the specified properties.
|
||||
*
|
||||
* These are the supported properties:
|
||||
*
|
||||
* - `SDL_PROP_FILE_DIALOG_FILTERS_POINTER`: a pointer to a list of
|
||||
* SDL_DialogFileFilter structs, which will be used as filters for
|
||||
* file-based selections. Ignored if the dialog is an "Open Folder" dialog.
|
||||
* If non-NULL, the array of filters must remain valid at least until the
|
||||
* callback is invoked.
|
||||
* - `SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER`: the number of filters in the
|
||||
* array of filters, if it exists.
|
||||
* - `SDL_PROP_FILE_DIALOG_WINDOW_POINTER`: the window that the dialog should
|
||||
* be modal for.
|
||||
* - `SDL_PROP_FILE_DIALOG_LOCATION_STRING`: the default folder or file to
|
||||
* start the dialog at.
|
||||
* - `SDL_PROP_FILE_DIALOG_MANY_BOOLEAN`: true to allow the user to select
|
||||
* more than one entry.
|
||||
* - `SDL_PROP_FILE_DIALOG_TITLE_STRING`: the title for the dialog.
|
||||
* - `SDL_PROP_FILE_DIALOG_ACCEPT_STRING`: the label that the accept button
|
||||
* should have.
|
||||
* - `SDL_PROP_FILE_DIALOG_CANCEL_STRING`: the label that the cancel button
|
||||
* should have.
|
||||
*
|
||||
* Note that each platform may or may not support any of the properties.
|
||||
*
|
||||
* \param type the type of file dialog.
|
||||
* \param callback a function pointer to be invoked when the user selects a
|
||||
* file and accepts, or cancels the dialog, or an error
|
||||
* occurs.
|
||||
* \param userdata an optional pointer to pass extra data to the callback when
|
||||
* it will be invoked.
|
||||
* \param props the properties to use.
|
||||
*
|
||||
* \threadsafety This function should be called only from the main thread. The
|
||||
* callback may be invoked from the same thread or from a
|
||||
* different one, depending on the OS's constraints.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_FileDialogType
|
||||
* \sa SDL_DialogFileCallback
|
||||
* \sa SDL_DialogFileFilter
|
||||
* \sa SDL_ShowOpenFileDialog
|
||||
* \sa SDL_ShowSaveFileDialog
|
||||
* \sa SDL_ShowOpenFolderDialog
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_ShowFileDialogWithProperties(SDL_FileDialogType type, SDL_DialogFileCallback callback, void *userdata, SDL_PropertiesID props);
|
||||
|
||||
#define SDL_PROP_FILE_DIALOG_FILTERS_POINTER "SDL.filedialog.filters"
|
||||
#define SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER "SDL.filedialog.nfilters"
|
||||
#define SDL_PROP_FILE_DIALOG_WINDOW_POINTER "SDL.filedialog.window"
|
||||
#define SDL_PROP_FILE_DIALOG_LOCATION_STRING "SDL.filedialog.location"
|
||||
#define SDL_PROP_FILE_DIALOG_MANY_BOOLEAN "SDL.filedialog.many"
|
||||
#define SDL_PROP_FILE_DIALOG_TITLE_STRING "SDL.filedialog.title"
|
||||
#define SDL_PROP_FILE_DIALOG_ACCEPT_STRING "SDL.filedialog.accept"
|
||||
#define SDL_PROP_FILE_DIALOG_CANCEL_STRING "SDL.filedialog.cancel"
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_dialog_h_ */
|
||||
@@ -1,645 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryEndian
|
||||
*
|
||||
* Functions converting endian-specific values to different byte orders.
|
||||
*
|
||||
* These functions either unconditionally swap byte order (SDL_Swap16,
|
||||
* SDL_Swap32, SDL_Swap64, SDL_SwapFloat), or they swap to/from the system's
|
||||
* native byte order (SDL_Swap16LE, SDL_Swap16BE, SDL_Swap32LE, SDL_Swap32BE,
|
||||
* SDL_Swap32LE, SDL_Swap32BE, SDL_SwapFloatLE, SDL_SwapFloatBE). In the
|
||||
* latter case, the functionality is provided by macros that become no-ops if
|
||||
* a swap isn't necessary: on an x86 (littleendian) processor, SDL_Swap32LE
|
||||
* does nothing, but SDL_Swap32BE reverses the bytes of the data. On a PowerPC
|
||||
* processor (bigendian), the macros behavior is reversed.
|
||||
*
|
||||
* The swap routines are inline functions, and attempt to use compiler
|
||||
* intrinsics, inline assembly, and other magic to make byteswapping
|
||||
* efficient.
|
||||
*/
|
||||
|
||||
#ifndef SDL_endian_h_
|
||||
#define SDL_endian_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#if defined(_MSC_VER) && (_MSC_VER >= 1400)
|
||||
/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version,
|
||||
so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */
|
||||
#ifdef __clang__
|
||||
#ifndef __PRFCHWINTRIN_H
|
||||
#define __PRFCHWINTRIN_H
|
||||
static __inline__ void __attribute__((__always_inline__, __nodebug__))
|
||||
_m_prefetch(void *__P)
|
||||
{
|
||||
__builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */);
|
||||
}
|
||||
#endif /* __PRFCHWINTRIN_H */
|
||||
#endif /* __clang__ */
|
||||
|
||||
#include <intrin.h>
|
||||
#endif
|
||||
|
||||
/**
|
||||
* \name The two types of endianness
|
||||
*/
|
||||
/* @{ */
|
||||
|
||||
|
||||
/**
|
||||
* A value to represent littleendian byteorder.
|
||||
*
|
||||
* This is used with the preprocessor macro SDL_BYTEORDER, to determine a
|
||||
* platform's byte ordering:
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_BYTEORDER == SDL_LIL_ENDIAN
|
||||
* SDL_Log("This system is littleendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_BYTEORDER
|
||||
* \sa SDL_BIG_ENDIAN
|
||||
*/
|
||||
#define SDL_LIL_ENDIAN 1234
|
||||
|
||||
/**
|
||||
* A value to represent bigendian byteorder.
|
||||
*
|
||||
* This is used with the preprocessor macro SDL_BYTEORDER, to determine a
|
||||
* platform's byte ordering:
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_BYTEORDER == SDL_BIG_ENDIAN
|
||||
* SDL_Log("This system is bigendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_BYTEORDER
|
||||
* \sa SDL_LIL_ENDIAN
|
||||
*/
|
||||
#define SDL_BIG_ENDIAN 4321
|
||||
|
||||
/* @} */
|
||||
|
||||
#ifndef SDL_BYTEORDER
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the target system's byte order.
|
||||
*
|
||||
* This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other
|
||||
* values in the future, if something else becomes popular). This can be
|
||||
* tested with the preprocessor, so decisions can be made at compile time.
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_BYTEORDER == SDL_BIG_ENDIAN
|
||||
* SDL_Log("This system is bigendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LIL_ENDIAN
|
||||
* \sa SDL_BIG_ENDIAN
|
||||
*/
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN
|
||||
#elif defined(SDL_PLATFORM_LINUX)
|
||||
#include <endian.h>
|
||||
#define SDL_BYTEORDER __BYTE_ORDER
|
||||
#elif defined(SDL_PLATFORM_SOLARIS)
|
||||
#include <sys/byteorder.h>
|
||||
#if defined(_LITTLE_ENDIAN)
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN
|
||||
#elif defined(_BIG_ENDIAN)
|
||||
#define SDL_BYTEORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#error Unsupported endianness
|
||||
#endif
|
||||
#elif defined(SDL_PLATFORM_OPENBSD) || defined(__DragonFly__)
|
||||
#include <endian.h>
|
||||
#define SDL_BYTEORDER BYTE_ORDER
|
||||
#elif defined(SDL_PLATFORM_FREEBSD) || defined(SDL_PLATFORM_NETBSD)
|
||||
#include <sys/endian.h>
|
||||
#define SDL_BYTEORDER BYTE_ORDER
|
||||
/* predefs from newer gcc and clang versions: */
|
||||
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__)
|
||||
#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__)
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN
|
||||
#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__)
|
||||
#define SDL_BYTEORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#error Unsupported endianness
|
||||
#endif /**/
|
||||
#else
|
||||
#if defined(__hppa__) || \
|
||||
defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
|
||||
(defined(__MIPS__) && defined(__MIPSEB__)) || \
|
||||
defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \
|
||||
defined(__sparc__) || defined(__sparc)
|
||||
#define SDL_BYTEORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#define SDL_BYTEORDER SDL_LIL_ENDIAN
|
||||
#endif
|
||||
#endif /* SDL_PLATFORM_LINUX */
|
||||
#endif /* !SDL_BYTEORDER */
|
||||
|
||||
#ifndef SDL_FLOATWORDORDER
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* A macro that reports the target system's floating point word order.
|
||||
*
|
||||
* This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other
|
||||
* values in the future, if something else becomes popular). This can be
|
||||
* tested with the preprocessor, so decisions can be made at compile time.
|
||||
*
|
||||
* ```c
|
||||
* #if SDL_FLOATWORDORDER == SDL_BIG_ENDIAN
|
||||
* SDL_Log("This system's floats are bigendian.");
|
||||
* #endif
|
||||
* ```
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_LIL_ENDIAN
|
||||
* \sa SDL_BIG_ENDIAN
|
||||
*/
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN
|
||||
/* predefs from newer gcc versions: */
|
||||
#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__)
|
||||
#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__)
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
|
||||
#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__)
|
||||
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
#error Unsupported endianness
|
||||
#endif /**/
|
||||
#elif defined(__MAVERICK__)
|
||||
/* For Maverick, float words are always little-endian. */
|
||||
#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN
|
||||
#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__)
|
||||
/* For FPA, float words are always big-endian. */
|
||||
#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN
|
||||
#else
|
||||
/* By default, assume that floats words follow the memory system mode. */
|
||||
#define SDL_FLOATWORDORDER SDL_BYTEORDER
|
||||
#endif /* __FLOAT_WORD_ORDER__ */
|
||||
#endif /* !SDL_FLOATWORDORDER */
|
||||
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* various modern compilers may have builtin swap */
|
||||
#if defined(__GNUC__) || defined(__clang__)
|
||||
# define HAS_BUILTIN_BSWAP16 (SDL_HAS_BUILTIN(__builtin_bswap16)) || \
|
||||
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8))
|
||||
# define HAS_BUILTIN_BSWAP32 (SDL_HAS_BUILTIN(__builtin_bswap32)) || \
|
||||
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
|
||||
# define HAS_BUILTIN_BSWAP64 (SDL_HAS_BUILTIN(__builtin_bswap64)) || \
|
||||
(__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))
|
||||
|
||||
/* this one is broken */
|
||||
# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95)
|
||||
#else
|
||||
# define HAS_BUILTIN_BSWAP16 0
|
||||
# define HAS_BUILTIN_BSWAP32 0
|
||||
# define HAS_BUILTIN_BSWAP64 0
|
||||
# define HAS_BROKEN_BSWAP 0
|
||||
#endif
|
||||
|
||||
/* Byte swap 16-bit integer. */
|
||||
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
#if HAS_BUILTIN_BSWAP16
|
||||
#define SDL_Swap16(x) __builtin_bswap16(x)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_ushort)
|
||||
#define SDL_Swap16(x) _byteswap_ushort(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
__asm__("xchgb %b0,%h0": "=q"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif defined(__x86_64__)
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
__asm__("xchgb %b0,%h0": "=Q"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif (defined(__powerpc__) || defined(__ppc__))
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
int result;
|
||||
|
||||
__asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x));
|
||||
return (Uint16)result;
|
||||
}
|
||||
#elif (defined(__m68k__) && !defined(__mcoldfire__))
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
__asm__("rorw #8,%0": "=d"(x): "0"(x):"cc");
|
||||
return x;
|
||||
}
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline Uint16 SDL_Swap16(Uint16);
|
||||
#pragma aux SDL_Swap16 = \
|
||||
"xchg al, ah" \
|
||||
parm [ax] \
|
||||
modify [ax];
|
||||
#else
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x)
|
||||
{
|
||||
return SDL_static_cast(Uint16, ((x << 8) | (x >> 8)));
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* Byte swap 32-bit integer. */
|
||||
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
#if HAS_BUILTIN_BSWAP32
|
||||
#define SDL_Swap32(x) __builtin_bswap32(x)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_ulong)
|
||||
#define SDL_Swap32(x) _byteswap_ulong(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
__asm__("bswap %0": "=r"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif defined(__x86_64__)
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
__asm__("bswapl %0": "=r"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif (defined(__powerpc__) || defined(__ppc__))
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
Uint32 result;
|
||||
|
||||
__asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x));
|
||||
__asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x));
|
||||
__asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x));
|
||||
return result;
|
||||
}
|
||||
#elif (defined(__m68k__) && !defined(__mcoldfire__))
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
__asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc");
|
||||
return x;
|
||||
}
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline Uint32 SDL_Swap32(Uint32);
|
||||
#pragma aux SDL_Swap32 = \
|
||||
"bswap eax" \
|
||||
parm [eax] \
|
||||
modify [eax];
|
||||
#else
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x)
|
||||
{
|
||||
return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) |
|
||||
((x >> 8) & 0x0000FF00) | (x >> 24)));
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/* Byte swap 64-bit integer. */
|
||||
#ifndef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
#if HAS_BUILTIN_BSWAP64
|
||||
#define SDL_Swap64(x) __builtin_bswap64(x)
|
||||
#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL)
|
||||
#pragma intrinsic(_byteswap_uint64)
|
||||
#define SDL_Swap64(x) _byteswap_uint64(x)
|
||||
#elif defined(__i386__) && !HAS_BROKEN_BSWAP
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
|
||||
{
|
||||
union {
|
||||
struct {
|
||||
Uint32 a, b;
|
||||
} s;
|
||||
Uint64 u;
|
||||
} v;
|
||||
v.u = x;
|
||||
__asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1"
|
||||
: "=r"(v.s.a), "=r"(v.s.b)
|
||||
: "0" (v.s.a), "1"(v.s.b));
|
||||
return v.u;
|
||||
}
|
||||
#elif defined(__x86_64__)
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
|
||||
{
|
||||
__asm__("bswapq %0": "=r"(x):"0"(x));
|
||||
return x;
|
||||
}
|
||||
#elif defined(__WATCOMC__) && defined(__386__)
|
||||
extern __inline Uint64 SDL_Swap64(Uint64);
|
||||
#pragma aux SDL_Swap64 = \
|
||||
"bswap eax" \
|
||||
"bswap edx" \
|
||||
"xchg eax,edx" \
|
||||
parm [eax edx] \
|
||||
modify [eax edx];
|
||||
#else
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x)
|
||||
{
|
||||
Uint32 hi, lo;
|
||||
|
||||
/* Separate into high and low 32-bit values and swap them */
|
||||
lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
|
||||
x >>= 32;
|
||||
hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF);
|
||||
x = SDL_Swap32(lo);
|
||||
x <<= 32;
|
||||
x |= SDL_Swap32(hi);
|
||||
return (x);
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Byte-swap a floating point number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_SwapFloatLE or
|
||||
* SDL_SwapFloatBE instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns x, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE float SDL_SwapFloat(float x)
|
||||
{
|
||||
union {
|
||||
float f;
|
||||
Uint32 ui32;
|
||||
} swapper;
|
||||
swapper.f = x;
|
||||
swapper.ui32 = SDL_Swap32(swapper.ui32);
|
||||
return swapper.f;
|
||||
}
|
||||
|
||||
/* remove extra macros */
|
||||
#undef HAS_BROKEN_BSWAP
|
||||
#undef HAS_BUILTIN_BSWAP16
|
||||
#undef HAS_BUILTIN_BSWAP32
|
||||
#undef HAS_BUILTIN_BSWAP64
|
||||
|
||||
|
||||
#ifdef SDL_WIKI_DOCUMENTATION_SECTION
|
||||
|
||||
/**
|
||||
* Byte-swap an unsigned 16-bit number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_Swap16LE or SDL_Swap16BE
|
||||
* instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns `x`, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { return x_but_byteswapped; }
|
||||
|
||||
/**
|
||||
* Byte-swap an unsigned 32-bit number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_Swap32LE or SDL_Swap32BE
|
||||
* instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns `x`, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { return x_but_byteswapped; }
|
||||
|
||||
/**
|
||||
* Byte-swap an unsigned 64-bit number.
|
||||
*
|
||||
* This will always byte-swap the value, whether it's currently in the native
|
||||
* byteorder of the system or not. You should use SDL_Swap64LE or SDL_Swap64BE
|
||||
* instead, in most cases.
|
||||
*
|
||||
* Note that this is a forced-inline function in a header, and not a public
|
||||
* API function available in the SDL library (which is to say, the code is
|
||||
* embedded in the calling program and the linker and dynamic loader will not
|
||||
* be able to find this function inside SDL itself).
|
||||
*
|
||||
* \param x the value to byte-swap.
|
||||
* \returns `x`, with its bytes in the opposite endian order.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) { return x_but_byteswapped; }
|
||||
|
||||
/**
|
||||
* Swap a 16-bit value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap16LE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 32-bit value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap32LE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 64-bit value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap64LE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a floating point value from littleendian to native byte order.
|
||||
*
|
||||
* If this is running on a littleendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in littleendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_SwapFloatLE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 16-bit value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap16BE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 32-bit value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap32BE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a 64-bit value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Swap64BE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
/**
|
||||
* Swap a floating point value from bigendian to native byte order.
|
||||
*
|
||||
* If this is running on a bigendian system, `x` is returned unchanged.
|
||||
*
|
||||
* This macro never references `x` more than once, avoiding side effects.
|
||||
*
|
||||
* \param x the value to swap, in bigendian byte order.
|
||||
* \returns `x` in native byte order.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_SwapFloatBE(x) SwapOnlyIfNecessary(x)
|
||||
|
||||
#elif SDL_BYTEORDER == SDL_LIL_ENDIAN
|
||||
#define SDL_Swap16LE(x) (x)
|
||||
#define SDL_Swap32LE(x) (x)
|
||||
#define SDL_Swap64LE(x) (x)
|
||||
#define SDL_SwapFloatLE(x) (x)
|
||||
#define SDL_Swap16BE(x) SDL_Swap16(x)
|
||||
#define SDL_Swap32BE(x) SDL_Swap32(x)
|
||||
#define SDL_Swap64BE(x) SDL_Swap64(x)
|
||||
#define SDL_SwapFloatBE(x) SDL_SwapFloat(x)
|
||||
#else
|
||||
#define SDL_Swap16LE(x) SDL_Swap16(x)
|
||||
#define SDL_Swap32LE(x) SDL_Swap32(x)
|
||||
#define SDL_Swap64LE(x) SDL_Swap64(x)
|
||||
#define SDL_SwapFloatLE(x) SDL_SwapFloat(x)
|
||||
#define SDL_Swap16BE(x) (x)
|
||||
#define SDL_Swap32BE(x) (x)
|
||||
#define SDL_Swap64BE(x) (x)
|
||||
#define SDL_SwapFloatBE(x) (x)
|
||||
#endif
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_endian_h_ */
|
||||
@@ -1,226 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryError
|
||||
*
|
||||
* Simple error message routines for SDL.
|
||||
*
|
||||
* Most apps will interface with these APIs in exactly one function: when
|
||||
* almost any SDL function call reports failure, you can get a human-readable
|
||||
* string of the problem from SDL_GetError().
|
||||
*
|
||||
* These strings are maintained per-thread, and apps are welcome to set their
|
||||
* own errors, which is popular when building libraries on top of SDL for
|
||||
* other apps to consume. These strings are set by calling SDL_SetError().
|
||||
*
|
||||
* A common usage pattern is to have a function that returns true for success
|
||||
* and false for failure, and do this when something fails:
|
||||
*
|
||||
* ```c
|
||||
* if (something_went_wrong) {
|
||||
* return SDL_SetError("The thing broke in this specific way: %d", errcode);
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* It's also common to just return `false` in this case if the failing thing
|
||||
* is known to call SDL_SetError(), so errors simply propagate through.
|
||||
*/
|
||||
|
||||
#ifndef SDL_error_h_
|
||||
#define SDL_error_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/* Public functions */
|
||||
|
||||
|
||||
/**
|
||||
* Set the SDL error message for the current thread.
|
||||
*
|
||||
* Calling this function will replace any previous error message that was set.
|
||||
*
|
||||
* This function always returns false, since SDL frequently uses false to
|
||||
* signify a failing result, leading to this idiom:
|
||||
*
|
||||
* ```c
|
||||
* if (error_code) {
|
||||
* return SDL_SetError("This operation has failed: %d", error_code);
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \param fmt a printf()-style message format string.
|
||||
* \param ... additional parameters matching % tokens in the `fmt` string, if
|
||||
* any.
|
||||
* \returns false.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearError
|
||||
* \sa SDL_GetError
|
||||
* \sa SDL_SetErrorV
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1);
|
||||
|
||||
/**
|
||||
* Set the SDL error message for the current thread.
|
||||
*
|
||||
* Calling this function will replace any previous error message that was set.
|
||||
*
|
||||
* \param fmt a printf()-style message format string.
|
||||
* \param ap a variable argument list.
|
||||
* \returns false.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearError
|
||||
* \sa SDL_GetError
|
||||
* \sa SDL_SetError
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_SetErrorV(SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(1);
|
||||
|
||||
/**
|
||||
* Set an error indicating that memory allocation failed.
|
||||
*
|
||||
* This function does not do any memory allocation.
|
||||
*
|
||||
* \returns false.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_OutOfMemory(void);
|
||||
|
||||
/**
|
||||
* Retrieve a message about the last error that occurred on the current
|
||||
* thread.
|
||||
*
|
||||
* It is possible for multiple errors to occur before calling SDL_GetError().
|
||||
* Only the last error is returned.
|
||||
*
|
||||
* The message is only applicable when an SDL function has signaled an error.
|
||||
* You must check the return values of SDL function calls to determine when to
|
||||
* appropriately call SDL_GetError(). You should *not* use the results of
|
||||
* SDL_GetError() to decide if an error has occurred! Sometimes SDL will set
|
||||
* an error string even when reporting success.
|
||||
*
|
||||
* SDL will *not* clear the error string for successful API calls. You *must*
|
||||
* check return values for failure cases before you can assume the error
|
||||
* string applies.
|
||||
*
|
||||
* Error strings are set per-thread, so an error set in a different thread
|
||||
* will not interfere with the current thread's operation.
|
||||
*
|
||||
* The returned value is a thread-local string which will remain valid until
|
||||
* the current thread's error string is changed. The caller should make a copy
|
||||
* if the value is needed after the next SDL API call.
|
||||
*
|
||||
* \returns a message with information about the specific error that occurred,
|
||||
* or an empty string if there hasn't been an error message set since
|
||||
* the last call to SDL_ClearError().
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_ClearError
|
||||
* \sa SDL_SetError
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetError(void);
|
||||
|
||||
/**
|
||||
* Clear any previous error message for this thread.
|
||||
*
|
||||
* \returns true.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetError
|
||||
* \sa SDL_SetError
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_ClearError(void);
|
||||
|
||||
/**
|
||||
* \name Internal error functions
|
||||
*
|
||||
* \internal
|
||||
* Private error reporting function - used internally.
|
||||
*/
|
||||
/* @{ */
|
||||
|
||||
/**
|
||||
* A macro to standardize error reporting on unsupported operations.
|
||||
*
|
||||
* This simply calls SDL_SetError() with a standardized error string, for
|
||||
* convenience, consistency, and clarity.
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_Unsupported() SDL_SetError("That operation is not supported")
|
||||
|
||||
/**
|
||||
* A macro to standardize error reporting on unsupported operations.
|
||||
*
|
||||
* This simply calls SDL_SetError() with a standardized error string, for
|
||||
* convenience, consistency, and clarity.
|
||||
*
|
||||
* A common usage pattern inside SDL is this:
|
||||
*
|
||||
* ```c
|
||||
* bool MyFunction(const char *str) {
|
||||
* if (!str) {
|
||||
* return SDL_InvalidParamError("str"); // returns false.
|
||||
* }
|
||||
* DoSomething(str);
|
||||
* return true;
|
||||
* }
|
||||
* ```
|
||||
*
|
||||
* \threadsafety It is safe to call this macro from any thread.
|
||||
*
|
||||
* \since This macro is available since SDL 3.2.0.
|
||||
*/
|
||||
#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param))
|
||||
|
||||
/* @} *//* Internal error functions */
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_error_h_ */
|
||||
@@ -1,503 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/**
|
||||
* # CategoryFilesystem
|
||||
*
|
||||
* SDL offers an API for examining and manipulating the system's filesystem.
|
||||
* This covers most things one would need to do with directories, except for
|
||||
* actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream)
|
||||
* and [CategoryAsyncIO](CategoryAsyncIO) instead).
|
||||
*
|
||||
* There are functions to answer necessary path questions:
|
||||
*
|
||||
* - Where is my app's data? SDL_GetBasePath().
|
||||
* - Where can I safely write files? SDL_GetPrefPath().
|
||||
* - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder().
|
||||
* - What is this thing at this location? SDL_GetPathInfo().
|
||||
* - What items live in this folder? SDL_EnumerateDirectory().
|
||||
* - What items live in this folder by wildcard? SDL_GlobDirectory().
|
||||
* - What is my current working directory? SDL_GetCurrentDirectory().
|
||||
*
|
||||
* SDL also offers functions to manipulate the directory tree: renaming,
|
||||
* removing, copying files.
|
||||
*/
|
||||
|
||||
#ifndef SDL_filesystem_h_
|
||||
#define SDL_filesystem_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
#include <SDL3/SDL_error.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Get the directory where the application was run from.
|
||||
*
|
||||
* SDL caches the result of this call internally, but the first call to this
|
||||
* function is not necessarily fast, so plan accordingly.
|
||||
*
|
||||
* **macOS and iOS Specific Functionality**: If the application is in a ".app"
|
||||
* bundle, this function returns the Resource directory (e.g.
|
||||
* MyApp.app/Contents/Resources/). This behaviour can be overridden by adding
|
||||
* a property to the Info.plist file. Adding a string key with the name
|
||||
* SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the
|
||||
* behaviour.
|
||||
*
|
||||
* Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an
|
||||
* application in /Applications/SDLApp/MyApp.app):
|
||||
*
|
||||
* - `resource`: bundle resource directory (the default). For example:
|
||||
* `/Applications/SDLApp/MyApp.app/Contents/Resources`
|
||||
* - `bundle`: the Bundle directory. For example:
|
||||
* `/Applications/SDLApp/MyApp.app/`
|
||||
* - `parent`: the containing directory of the bundle. For example:
|
||||
* `/Applications/SDLApp/`
|
||||
*
|
||||
* **Nintendo 3DS Specific Functionality**: This function returns "romfs"
|
||||
* directory of the application as it is uncommon to store resources outside
|
||||
* the executable. As such it is not a writable directory.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* \returns an absolute path in UTF-8 encoding to the application data
|
||||
* directory. NULL will be returned on error or when the platform
|
||||
* doesn't implement this functionality, call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPrefPath
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void);
|
||||
|
||||
/**
|
||||
* Get the user-and-app-specific path where files can be written.
|
||||
*
|
||||
* Get the "pref dir". This is meant to be where users can write personal
|
||||
* files (preferences and save games, etc) that are specific to your
|
||||
* application. This directory is unique per user, per application.
|
||||
*
|
||||
* This function will decide the appropriate location in the native
|
||||
* filesystem, create the directory if necessary, and return a string of the
|
||||
* absolute path to the directory in UTF-8 encoding.
|
||||
*
|
||||
* On Windows, the string might look like:
|
||||
*
|
||||
* `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\`
|
||||
*
|
||||
* On Linux, the string might look like:
|
||||
*
|
||||
* `/home/bob/.local/share/My Program Name/`
|
||||
*
|
||||
* On macOS, the string might look like:
|
||||
*
|
||||
* `/Users/bob/Library/Application Support/My Program Name/`
|
||||
*
|
||||
* You should assume the path returned by this function is the only safe place
|
||||
* to write files (and that SDL_GetBasePath(), while it might be writable, or
|
||||
* even the parent of the returned path, isn't where you should be writing
|
||||
* things).
|
||||
*
|
||||
* Both the org and app strings may become part of a directory name, so please
|
||||
* follow these rules:
|
||||
*
|
||||
* - Try to use the same org string (_including case-sensitivity_) for all
|
||||
* your applications that use this function.
|
||||
* - Always use a unique app string for each one, and make sure it never
|
||||
* changes for an app once you've decided on it.
|
||||
* - Unicode characters are legal, as long as they are UTF-8 encoded, but...
|
||||
* - ...only use letters, numbers, and spaces. Avoid punctuation like "Game
|
||||
* Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* \param org the name of your organization.
|
||||
* \param app the name of your application.
|
||||
* \returns a UTF-8 string of the user directory in platform-dependent
|
||||
* notation. NULL if there's a problem (creating directory failed,
|
||||
* etc.). This should be freed with SDL_free() when it is no longer
|
||||
* needed.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetBasePath
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app);
|
||||
|
||||
/**
|
||||
* The type of the OS-provided default folder for a specific purpose.
|
||||
*
|
||||
* Note that the Trash folder isn't included here, because trashing files
|
||||
* usually involves extra OS-specific functionality to remember the file's
|
||||
* original location.
|
||||
*
|
||||
* The folders supported per platform are:
|
||||
*
|
||||
* | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten |
|
||||
* | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- |
|
||||
* | HOME | X | X | | X | X | X |
|
||||
* | DESKTOP | X | X | | X | X | |
|
||||
* | DOCUMENTS | X | X | | X | | |
|
||||
* | DOWNLOADS | Vista+ | X | | X | | |
|
||||
* | MUSIC | X | X | | X | | |
|
||||
* | PICTURES | X | X | | X | | |
|
||||
* | PUBLICSHARE | | X | | X | | |
|
||||
* | SAVEDGAMES | Vista+ | | | | | |
|
||||
* | SCREENSHOTS | Vista+ | | | | | |
|
||||
* | TEMPLATES | X | X | | X | | |
|
||||
* | VIDEOS | X | X* | | X | | |
|
||||
*
|
||||
* Note that on macOS/iOS, the Videos folder is called "Movies".
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetUserFolder
|
||||
*/
|
||||
typedef enum SDL_Folder
|
||||
{
|
||||
SDL_FOLDER_HOME, /**< The folder which contains all of the current user's data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. */
|
||||
SDL_FOLDER_DESKTOP, /**< The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons. */
|
||||
SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */
|
||||
SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */
|
||||
SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */
|
||||
SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */
|
||||
SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */
|
||||
SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */
|
||||
SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */
|
||||
SDL_FOLDER_TEMPLATES, /**< Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as "New Text File.txt". Any file in the Templates folder can be used as a starting point for a new file. */
|
||||
SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */
|
||||
SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */
|
||||
} SDL_Folder;
|
||||
|
||||
/**
|
||||
* Finds the most suitable user folder for a specific purpose.
|
||||
*
|
||||
* Many OSes provide certain standard folders for certain purposes, such as
|
||||
* storing pictures, music or videos for a certain user. This function gives
|
||||
* the path for many of those special locations.
|
||||
*
|
||||
* This function is specifically for _user_ folders, which are meant for the
|
||||
* user to access and manage. For application-specific folders, meant to hold
|
||||
* data for the application to manage, see SDL_GetBasePath() and
|
||||
* SDL_GetPrefPath().
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* If NULL is returned, the error may be obtained with SDL_GetError().
|
||||
*
|
||||
* \param folder the type of folder to find.
|
||||
* \returns either a null-terminated C string containing the full path to the
|
||||
* folder, or NULL if an error happened.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder);
|
||||
|
||||
|
||||
/* Abstract filesystem interface */
|
||||
|
||||
/**
|
||||
* Types of filesystem entries.
|
||||
*
|
||||
* Note that there may be other sorts of items on a filesystem: devices,
|
||||
* symlinks, named pipes, etc. They are currently reported as
|
||||
* SDL_PATHTYPE_OTHER.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_PathInfo
|
||||
*/
|
||||
typedef enum SDL_PathType
|
||||
{
|
||||
SDL_PATHTYPE_NONE, /**< path does not exist */
|
||||
SDL_PATHTYPE_FILE, /**< a normal file */
|
||||
SDL_PATHTYPE_DIRECTORY, /**< a directory */
|
||||
SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */
|
||||
} SDL_PathType;
|
||||
|
||||
/**
|
||||
* Information about a path on the filesystem.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GetPathInfo
|
||||
* \sa SDL_GetStoragePathInfo
|
||||
*/
|
||||
typedef struct SDL_PathInfo
|
||||
{
|
||||
SDL_PathType type; /**< the path type */
|
||||
Uint64 size; /**< the file size in bytes */
|
||||
SDL_Time create_time; /**< the time when the path was created */
|
||||
SDL_Time modify_time; /**< the last time the path was modified */
|
||||
SDL_Time access_time; /**< the last time the path was read */
|
||||
} SDL_PathInfo;
|
||||
|
||||
/**
|
||||
* Flags for path matching.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GlobDirectory
|
||||
* \sa SDL_GlobStorageDirectory
|
||||
*/
|
||||
typedef Uint32 SDL_GlobFlags;
|
||||
|
||||
#define SDL_GLOB_CASEINSENSITIVE (1u << 0)
|
||||
|
||||
/**
|
||||
* Create a directory, and any missing parent directories.
|
||||
*
|
||||
* This reports success if `path` already exists as a directory.
|
||||
*
|
||||
* If parent directories are missing, it will also create them. Note that if
|
||||
* this fails, it will not remove any parent directories it already made.
|
||||
*
|
||||
* \param path the path of the directory to create.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path);
|
||||
|
||||
/**
|
||||
* Possible results from an enumeration callback.
|
||||
*
|
||||
* \since This enum is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_EnumerateDirectoryCallback
|
||||
*/
|
||||
typedef enum SDL_EnumerationResult
|
||||
{
|
||||
SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */
|
||||
SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */
|
||||
SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */
|
||||
} SDL_EnumerationResult;
|
||||
|
||||
/**
|
||||
* Callback for directory enumeration.
|
||||
*
|
||||
* Enumeration of directory entries will continue until either all entries
|
||||
* have been provided to the callback, or the callback has requested a stop
|
||||
* through its return value.
|
||||
*
|
||||
* Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the
|
||||
* callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will
|
||||
* terminate the enumeration early, and dictate the return value of the
|
||||
* enumeration function itself.
|
||||
*
|
||||
* `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/'
|
||||
* on most other platforms).
|
||||
*
|
||||
* \param userdata an app-controlled pointer that is passed to the callback.
|
||||
* \param dirname the directory that is being enumerated.
|
||||
* \param fname the next entry in the enumeration.
|
||||
* \returns how the enumeration should proceed.
|
||||
*
|
||||
* \since This datatype is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_EnumerateDirectory
|
||||
*/
|
||||
typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname);
|
||||
|
||||
/**
|
||||
* Enumerate a directory through a callback function.
|
||||
*
|
||||
* This function provides every directory entry through an app-provided
|
||||
* callback, called once for each directory entry, until all results have been
|
||||
* provided or the callback returns either SDL_ENUM_SUCCESS or
|
||||
* SDL_ENUM_FAILURE.
|
||||
*
|
||||
* This will return false if there was a system problem in general, or if a
|
||||
* callback returns SDL_ENUM_FAILURE. A successful return means a callback
|
||||
* returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries
|
||||
* were enumerated.
|
||||
*
|
||||
* \param path the path of the directory to enumerate.
|
||||
* \param callback a function that is called for each entry in the directory.
|
||||
* \param userdata a pointer that is passed to `callback`.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata);
|
||||
|
||||
/**
|
||||
* Remove a file or an empty directory.
|
||||
*
|
||||
* Directories that are not empty will fail; this function will not recursely
|
||||
* delete directory trees.
|
||||
*
|
||||
* \param path the path to remove from the filesystem.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path);
|
||||
|
||||
/**
|
||||
* Rename a file or directory.
|
||||
*
|
||||
* If the file at `newpath` already exists, it will replaced.
|
||||
*
|
||||
* Note that this will not copy files across filesystems/drives/volumes, as
|
||||
* that is a much more complicated (and possibly time-consuming) operation.
|
||||
*
|
||||
* Which is to say, if this function fails, SDL_CopyFile() to a temporary file
|
||||
* in the same directory as `newpath`, then SDL_RenamePath() from the
|
||||
* temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work
|
||||
* for files. Renaming a non-empty directory across filesystems is
|
||||
* dramatically more complex, however.
|
||||
*
|
||||
* \param oldpath the old path.
|
||||
* \param newpath the new path.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath);
|
||||
|
||||
/**
|
||||
* Copy a file.
|
||||
*
|
||||
* If the file at `newpath` already exists, it will be overwritten with the
|
||||
* contents of the file at `oldpath`.
|
||||
*
|
||||
* This function will block until the copy is complete, which might be a
|
||||
* significant time for large files on slow disks. On some platforms, the copy
|
||||
* can be handed off to the OS itself, but on others SDL might just open both
|
||||
* paths, and read from one and write to the other.
|
||||
*
|
||||
* Note that this is not an atomic operation! If something tries to read from
|
||||
* `newpath` while the copy is in progress, it will see an incomplete copy of
|
||||
* the data, and if the calling thread terminates (or the power goes out)
|
||||
* during the copy, `newpath`'s previous contents will be gone, replaced with
|
||||
* an incomplete copy of the data. To avoid this risk, it is recommended that
|
||||
* the app copy to a temporary file in the same directory as `newpath`, and if
|
||||
* the copy is successful, use SDL_RenamePath() to replace `newpath` with the
|
||||
* temporary file. This will ensure that reads of `newpath` will either see a
|
||||
* complete copy of the data, or it will see the pre-copy state of `newpath`.
|
||||
*
|
||||
* This function attempts to synchronize the newly-copied data to disk before
|
||||
* returning, if the platform allows it, so that the renaming trick will not
|
||||
* have a problem in a system crash or power failure, where the file could be
|
||||
* renamed but the contents never made it from the system file cache to the
|
||||
* physical disk.
|
||||
*
|
||||
* If the copy fails for any reason, the state of `newpath` is undefined. It
|
||||
* might be half a copy, it might be the untouched data of what was already
|
||||
* there, or it might be a zero-byte file, etc.
|
||||
*
|
||||
* \param oldpath the old path.
|
||||
* \param newpath the new path.
|
||||
* \returns true on success or false on failure; call SDL_GetError() for more
|
||||
* information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath);
|
||||
|
||||
/**
|
||||
* Get information about a filesystem path.
|
||||
*
|
||||
* \param path the path to query.
|
||||
* \param info a pointer filled in with information about the path, or NULL to
|
||||
* check for the existence of a file.
|
||||
* \returns true on success or false if the file doesn't exist, or another
|
||||
* failure; call SDL_GetError() for more information.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info);
|
||||
|
||||
/**
|
||||
* Enumerate a directory tree, filtered by pattern, and return a list.
|
||||
*
|
||||
* Files are filtered out if they don't match the string in `pattern`, which
|
||||
* may contain wildcard characters '\*' (match everything) and '?' (match one
|
||||
* character). If pattern is NULL, no filtering is done and all results are
|
||||
* returned. Subdirectories are permitted, and are specified with a path
|
||||
* separator of '/'. Wildcard characters '\*' and '?' never match a path
|
||||
* separator.
|
||||
*
|
||||
* `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching
|
||||
* case-insensitive.
|
||||
*
|
||||
* The returned array is always NULL-terminated, for your iterating
|
||||
* convenience, but if `count` is non-NULL, on return it will contain the
|
||||
* number of items in the array, not counting the NULL terminator.
|
||||
*
|
||||
* \param path the path of the directory to enumerate.
|
||||
* \param pattern the pattern that files in the directory must match. Can be
|
||||
* NULL.
|
||||
* \param flags `SDL_GLOB_*` bitflags that affect this search.
|
||||
* \param count on return, will be set to the number of items in the returned
|
||||
* array. Can be NULL.
|
||||
* \returns an array of strings on success or NULL on failure; call
|
||||
* SDL_GetError() for more information. This is a single allocation
|
||||
* that should be freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count);
|
||||
|
||||
/**
|
||||
* Get what the system believes is the "current working directory."
|
||||
*
|
||||
* For systems without a concept of a current working directory, this will
|
||||
* still attempt to provide something reasonable.
|
||||
*
|
||||
* SDL does not provide a means to _change_ the current working directory; for
|
||||
* platforms without this concept, this would cause surprises with file access
|
||||
* outside of SDL.
|
||||
*
|
||||
* The returned path is guaranteed to end with a path separator ('\\' on
|
||||
* Windows, '/' on most other platforms).
|
||||
*
|
||||
* \returns a UTF-8 string of the current working directory in
|
||||
* platform-dependent notation. NULL if there's a problem. This
|
||||
* should be freed with SDL_free() when it is no longer needed.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*/
|
||||
extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_filesystem_h_ */
|
||||
@@ -1,106 +0,0 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
/* WIKI CATEGORY: GUID */
|
||||
|
||||
/**
|
||||
* # CategoryGUID
|
||||
*
|
||||
* A GUID is a 128-bit value that represents something that is uniquely
|
||||
* identifiable by this value: "globally unique."
|
||||
*
|
||||
* SDL provides functions to convert a GUID to/from a string.
|
||||
*/
|
||||
|
||||
#ifndef SDL_guid_h_
|
||||
#define SDL_guid_h_
|
||||
|
||||
#include <SDL3/SDL_stdinc.h>
|
||||
|
||||
#include <SDL3/SDL_begin_code.h>
|
||||
/* Set up for C function definitions, even when using C++ */
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
/**
|
||||
* An SDL_GUID is a 128-bit identifier for an input device that identifies
|
||||
* that device across runs of SDL programs on the same platform.
|
||||
*
|
||||
* If the device is detached and then re-attached to a different port, or if
|
||||
* the base system is rebooted, the device should still report the same GUID.
|
||||
*
|
||||
* GUIDs are as precise as possible but are not guaranteed to distinguish
|
||||
* physically distinct but equivalent devices. For example, two game
|
||||
* controllers from the same vendor with the same product ID and revision may
|
||||
* have the same GUID.
|
||||
*
|
||||
* GUIDs may be platform-dependent (i.e., the same device may report different
|
||||
* GUIDs on different operating systems).
|
||||
*
|
||||
* \since This struct is available since SDL 3.2.0.
|
||||
*/
|
||||
typedef struct SDL_GUID {
|
||||
Uint8 data[16];
|
||||
} SDL_GUID;
|
||||
|
||||
/* Function prototypes */
|
||||
|
||||
/**
|
||||
* Get an ASCII string representation for a given SDL_GUID.
|
||||
*
|
||||
* \param guid the SDL_GUID you wish to convert to string.
|
||||
* \param pszGUID buffer in which to write the ASCII string.
|
||||
* \param cbGUID the size of pszGUID, should be at least 33 bytes.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_StringToGUID
|
||||
*/
|
||||
extern SDL_DECLSPEC void SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID);
|
||||
|
||||
/**
|
||||
* Convert a GUID string into a SDL_GUID structure.
|
||||
*
|
||||
* Performs no error checking. If this function is given a string containing
|
||||
* an invalid GUID, the function will silently succeed, but the GUID generated
|
||||
* will not be useful.
|
||||
*
|
||||
* \param pchGUID string containing an ASCII representation of a GUID.
|
||||
* \returns a SDL_GUID structure.
|
||||
*
|
||||
* \threadsafety It is safe to call this function from any thread.
|
||||
*
|
||||
* \since This function is available since SDL 3.2.0.
|
||||
*
|
||||
* \sa SDL_GUIDToString
|
||||
*/
|
||||
extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_StringToGUID(const char *pchGUID);
|
||||
|
||||
/* Ends C function definitions when using C++ */
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
#include <SDL3/SDL_close_code.h>
|
||||
|
||||
#endif /* SDL_guid_h_ */
|
||||