195 Commits

Author SHA1 Message Date
04dd66319a actualitzada versió en el makefile 2025-03-25 09:04:40 +01:00
c041c64261 afegit intro03.png 2025-03-19 19:11:00 +01:00
d06617a1b0 mogut el contador de frames a un struct i de paso el shake_effect també l'he encapsulat millor 2025-03-17 21:37:06 +01:00
fbe877960a afegit intro04.png
retocat el timing en la intro
2025-03-16 20:49:18 +01:00
43a1f1a8f6 style: renomenat InputType a InputActions 2025-03-16 18:57:08 +01:00
1b38a5a581 actualitzat gamecontrollerdb.txt a la ultima versió i afegits els mappings de la recre 2025-03-16 17:12:54 +01:00
336c3119ff retocat el timing de la seqüencia final 2025-03-16 13:36:57 +01:00
bfb334bef0 style: eliminats uns fprintf 2025-03-16 13:24:33 +01:00
b3215bf381 retocat gif.cpp 2025-03-16 12:44:38 +01:00
4a07100e2a Arreglat jail_shader.cpp en windows també 2025-03-16 09:55:32 +01:00
e7359a1467 Acabat de repasar jail_shader.cpp 2025-03-16 09:39:24 +01:00
96680dae0f Els shaders ja respeten el escalat sencer 2025-03-16 09:00:19 +01:00
dc7b3bf7e0 Arreglos de disseny en Credits
El shaders ja respeten els SDL_RenderSetLogicalSize en pantalla completa, pero no el SDL_RenderSetIntegerScale
2025-03-16 08:50:35 +01:00
b5dbb694f3 fix: si la finestra no està visible, initShaders no fa be la faena 2025-03-15 20:43:01 +01:00
10997f8850 al fer reset desde Game, en Intro no sona la musica. Bypassejat obligant a recarregar sempre que fas reset 2025-03-15 20:34:26 +01:00
2e9b668426 Afegits mnappings de les palanques de la recre a gamecontrollerdb.txt 2025-03-15 20:04:36 +01:00
c2c55707c3 al acabar la partida i vore els records, torna al titol 2025-03-15 19:53:57 +01:00
a6d115342c fix: amb el audio muted, al acabar la partida el fade per al roido de boles el tornava a deixar activat 2025-03-15 19:33:18 +01:00
44f3f32d67 arreglets al posar el nom 2025-03-15 19:25:39 +01:00
1bb8534db7 c mas masizat gif.cpp 2025-03-15 19:20:04 +01:00
cad2c40024 fix: arreglos de codi 2025-03-15 19:03:12 +01:00
4343cbae69 canvi de pc 2025-03-14 23:04:09 +01:00
3670bad36a Modificades les tecles de funció 2025-03-14 22:01:04 +01:00
919e2b9ca7 Afegides traduccions a les notificacions que faltaven 2025-03-14 21:53:27 +01:00
6c7cfaae59 Pasaeta de IWYU 2025-03-14 21:22:55 +01:00
3ee47ba906 fix: eliminat el reloadTextures() en SDL_WINDOWEVENT_SIZE_CHANGED 2025-03-14 20:33:58 +01:00
ff4e356013 Treballant en la intro 2025-03-14 20:28:04 +01:00
c757886430 Treballant en la intro 2025-03-14 14:06:14 +01:00
f11cb32ac0 Afegida tecla per a canviar el integer scale 2025-03-13 23:07:32 +01:00
9692d01b42 Ja funciona correctament el canvi de tamany de finestra, el shaders, i la pantalla completa 2025-03-13 22:51:51 +01:00
d1db4f253e Treballant en la intro 2025-03-13 20:55:24 +01:00
5a6b96f7ab Treballant en la intro 2025-03-13 14:18:19 +01:00
a3d4b13f3b Treballant en la intro 2025-03-12 14:17:15 +01:00
215ce999c2 Treballan en la Intro 2025-03-12 13:39:48 +01:00
5ccd7eebcd Afegit param.game.speed i retocats els update() de les seccions 2025-03-12 10:06:38 +01:00
90313da3ce fix: una variable no s'havia renombrat correctament als estar en un ifdef 2025-03-11 21:25:04 +01:00
9251d2cf42 Treballan en la intro nova 2025-03-11 21:22:22 +01:00
059a9c863a Tocant coses d'Screen, pero no acaba de funcionar be res 2025-03-11 14:16:02 +01:00
be857cc8c8 Modificat checkInput en varies seccions per a gastar global_inputs.cpp 2025-03-11 09:27:34 +01:00
482dc3de54 Afegit global_events.cpp 2025-03-10 23:24:00 +01:00
9d98d3ea6a Passat gif.c a gif.cpp
Afegit reloadTextures a Resources
2025-03-10 22:38:23 +01:00
9c1b3c45b0 Demana confirmació per a canviar el idioma amb les tecles ràpides
Demana confirmació per reiniciar
2025-03-10 21:22:32 +01:00
79b2917112 Pots pasar quan mostra el nom que has introdiut apretant qualsevol botó de disparar 2025-03-10 20:13:38 +01:00
c88a277cba Si no poses cap nom, tria un nom de jailer al azar 2025-03-10 19:59:21 +01:00
e0c10f83d6 Codi preparat per als dibuixets nous per a la intro 2025-03-09 18:30:14 +01:00
72cb39da78 canvi de pc 2025-03-08 22:23:40 +01:00
9f8d1fbcd7 Eliminat el logo de RetroWeekend per falta de temps i pq era lleig 2025-03-08 20:17:31 +01:00
e523692e99 Els sprites de la intro ja apareixen i desapareixen com en el CC original 2025-03-08 17:47:13 +01:00
83bdd67cee No se perque ha aparegunt un SDL_Destroy(mi_textura) que no es meu i te pinta de que se l'ha inventat el autocompletar de la IA i estava pegant explosions en Linux 2025-03-08 17:27:06 +01:00
66e5105c84 Actualitzat README.md 2025-03-08 17:19:56 +01:00
f8449ea6d1 Afegida politica al fitxer CMakeLists.txt 2025-03-08 10:16:08 +01:00
f43d18e6f0 Arreglos tontos de codi 2025-02-23 09:12:15 +01:00
a42141ebd7 canvi de pc 2025-02-21 19:45:58 +01:00
29c85fecad canvi de pc 2025-02-21 18:26:32 +01:00
04ff428aa0 Treballant en el segon logo 2025-02-07 14:55:34 +01:00
84595da13a EnterName: si has plenat tots els slots de lletres, apretar una volta mes el de fixar lletra fixa el nom 2025-02-07 14:15:18 +01:00
01591175ef Pos pense que ja està tot apanyat lo de EnterName i Scoreboard 2025-02-07 13:45:07 +01:00
29bc4a64fd Afegit position_overflow_ per a EnterName i poder plenar tots els slots de lletres 2025-02-07 12:31:59 +01:00
559210652f Treballant en scoreboard::fillPanelTextures 2025-02-06 20:58:15 +01:00
44e4ca490d canvi de pc
treballant en enter name
2025-02-06 14:59:25 +01:00
3cebee2ae4 Implementat control de repetició per als eixos del joystick 2025-02-06 12:36:16 +01:00
270d7d1848 Duplicada la font 04b_25 per a tindre versió gris i versió negra. La gris es la que es por modular amb colors.
Eliminada la font nokia que ja no s'estava utilitzant.
Optimitzada la càrrega de fonts al permetre reutilitzar fitxers .txt de altres fonts
2025-02-06 10:31:32 +01:00
ccf005dce1 Afegit el disparador per a la aparició del enemic nou 2025-02-06 09:59:58 +01:00
5755947ff7 La tabla de puntuació ja mostra amb altre color la puntuació que s'acaba d'afegir
fix: la tabla de punts no guardava a disc el estat de 1CC de cada entrada
2025-02-05 22:52:19 +01:00
6f594b9a1f La tabla de puntuacions ja mostra aquelles aconseguides amb 1CC 2025-02-05 15:15:48 +01:00
7e2021da70 canvi de pc 2025-02-05 10:17:49 +01:00
0a9a92d4b7 El text de la tabla de puntuacion ja ix centrat i el "diferent" es el que fa 10 2025-02-05 09:45:30 +01:00
b01763b749 Dels credits ja passa a la tabla de puntuacions 2025-01-26 21:15:13 +01:00
59b9f61d69 Font nova per a la intro 2025-01-26 21:05:43 +01:00
b9f194a2b1 Afegit efecte d'eixida a les instruccions 2025-01-26 20:16:43 +01:00
59936f13eb Arreglos estetics i de colorets en hiscore_table.cpp 2025-01-26 17:48:10 +01:00
bad0a10328 Ja es mouen els sprites en hiscore_table.cpp, falta decidir-se per un disseny concret 2025-01-25 22:57:49 +01:00
52a0c2b91f Treballant en la nova tabla de records: ja pinta amb sprites 2025-01-25 21:17:45 +01:00
f12a456017 Alguns arreglos en updateTimeStopped() 2025-01-25 18:51:39 +01:00
f39e65afaf Ja no se que he tocat i qué no, cosetes del malo nou 2025-01-25 18:47:06 +01:00
d3183237df Estandaritzats els noms dels fitxers de audio
Eliminat el soroll de TNT que feia ANYS que no existía
2025-01-25 18:15:49 +01:00
60302004f4 Afegits efectes de audio nous
Retocats alguns efectes de audio al afagar items per a no solapar dos audios
2025-01-25 18:11:24 +01:00
e60938cb19 El malo nou ja suca cosetes, falta ajustar un poc els paràmetres 2025-01-25 17:41:45 +01:00
2b3cc719ba Fix del fix: aaaara si que lleva el garbage de la zona negra. Havia posat el clean() on no tocava 2025-01-25 13:14:25 +01:00
d01c91ebde Fix: m'havia carregat el shakeEffect() de la pantalla quan havia shaders, i de paso he vist que el que tenbia fet shakejava també les notificacions i els menus de debug. Ale, ja està tot arreglaet.
Fix: tampoc estava netejant la pantalla, pensava que no feia falta, pero quan SDL replena de negre la finestra en pantalla completa, havia gorrinades
2025-01-24 20:20:50 +01:00
7130f2298a Merge branch 'main' of https://gitea.sustancia.synology.me/JailDesigner/coffee_crisis_arcade_edition 2025-01-24 10:44:58 +01:00
380cc17861 Fix: ara apaga el sistem al final del tot, almenys quan ja ha escrit la configuració a disc 2025-01-24 10:43:00 +01:00
a5388873e3 Actualizar README.md 2025-01-05 15:47:51 +01:00
28b37af31d Actualitzada la data de la versió 2025-01-05 14:38:48 +01:00
4d590f79f5 fix: es podia pulsar per a jugar mentre feia el fade cap a la demo 2025-01-05 14:36:38 +01:00
91c8797d7f Screen: optimitzat el circuit de render en pantalla 2025-01-05 14:17:49 +01:00
f207985180 Retocs en el punter del ratolí per al mode ARCADE 2025-01-05 13:44:10 +01:00
a16131335b hi_score_table: actualitzat el fondo amb els elements nous 2025-01-05 13:41:09 +01:00
871e8da642 Corregit el timing de la música en la animació inicial del joc 2025-01-05 13:27:45 +01:00
90b3db8f06 El atenuat de pantalla torna a funcionar. Fade feia dos SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE); que mai tornava a restaurar 2025-01-05 13:07:20 +01:00
668e8e237a Actualitzat README.md 2025-01-05 12:52:14 +01:00
768f466b20 canviat blit() per render() 2025-01-05 10:45:05 +01:00
1f8f9b11ed Segona pasaeta de IWYU 2025-01-05 10:36:17 +01:00
39f61884b0 Pasaeta de IWYU 2025-01-05 10:22:20 +01:00
b1193bd8fd fix: error en la seqüència final de retrocedir en el temps 2025-01-05 09:51:33 +01:00
7f9e2e53e3 Optimitzat el renderitzat dels credits 2025-01-05 09:44:08 +01:00
4cf4c8db6f fix: arreglada la acceleració dels credits sense dependre de vsync 2025-01-05 09:31:57 +01:00
cd806363e8 Modificat el color dels nuvols de la última pantalla
debug: opció de no crear mes globos
2025-01-05 09:22:30 +01:00
198aa45d59 Afegida una lluna i un sol al fondo 2025-01-05 07:32:30 +01:00
0711c8dada fix: al fer el init de stage no es buidava el vector i cada volta afegia mes stages 2025-01-05 07:29:33 +01:00
e1aaad0903 fix: Havia deixat comentat un IF fent proves 2025-01-04 17:01:24 +01:00
b53ee12f56 La powerball ja no es pot destruir fins que no ha fet un rebot 2025-01-04 16:57:50 +01:00
7b6d429bed fix: un vuelo rasante havia trencat els credits 2025-01-04 14:27:37 +01:00
81ee352553 Afegit un lock per evitar que es puga incrementar el poder de la fase
Es necesita almenys un jugador viu per a poder incrementar el poder de la fase
2025-01-04 14:09:10 +01:00
7b8f16610a Afegits estats al fade
Afegida opció de prefade
El modo demo ja comença a meitat del "meollo"
2025-01-04 13:40:22 +01:00
06eb05f065 Canviat un poc el color del segon cel 2025-01-04 12:44:24 +01:00
bccf4c30de Modificada la cadencia de foc sense autofire i arreglades un poc les animacions de cool_down i cooling 2025-01-04 10:47:26 +01:00
5e817ef1d0 Afegit el tamany de la coffee_machine als parametres 2025-01-04 10:04:49 +01:00
eaab646cd3 Modificades les paletes de invulnerabilitat 2025-01-04 09:21:58 +01:00
e887c2a2ab Afegida la opció de crear els globos sense temps de creació en el balloon_manager
Modificat el mode demo per a que la primera oleada estiga ja creada
2025-01-04 00:42:57 +01:00
f573bd02ac El case de les variables en mouse.cpp i mouse.h era incorrecte 2025-01-03 23:57:45 +01:00
b586a117c8 Afegit mouse.cpp per amagar el cursor quan no està moventse 2025-01-03 23:35:48 +01:00
08dfaf7641 Errors tipografics en varios comentaris 2025-01-03 22:48:45 +01:00
ff7f5ea131 Modificada la seqëncia d'inici per a que la musica començe antes 2025-01-03 22:13:46 +01:00
7cc4a2002a Modificat el copyright de 2024 a 2025 2025-01-03 22:04:29 +01:00
de81b798b0 Afegit custom fadeout de so sincronitzat amb el fadeout de video per a quan acaba la partida 2025-01-03 22:02:48 +01:00
5669715285 Input mostra també el numero de joysticks que ha trobat 2025-01-03 21:29:22 +01:00
6531106933 Quedaven mes SDL_Log en jail_audio 2025-01-03 21:28:55 +01:00
51191b1906 Eliminat SDL_Log 2025-01-03 21:21:52 +01:00
6effeb6154 Quan el jugador moria podia quedarse engantxat rebotant en les vores
So aleatori en els rebots del jugador al morir
2025-01-03 20:36:18 +01:00
8c2b1ce649 Separats els estats de joc completat i joc acabat del estat joc jugantse
Al completar el joc, el missatge de game over ja no ix fins que desapareixen els textos anteriors
2025-01-03 19:53:09 +01:00
cc4acecc03 Afegits sons de caminar i de comptador de continuar
Afegits estats al joc i al jugador per a escenificar el inici de la partida
2025-01-03 19:19:22 +01:00
40dfc32e84 Actualitzada la data de la versió 2024-12-31 10:23:01 +01:00
4cd1d91560 Actualitzat jail_audio 2024-12-30 20:08:08 +01:00
e43badd703 Merge branch 'main' of https://gitea.sustancia.synology.me/JailDesigner/coffee_crisis_arcade_edition 2024-12-30 20:06:04 +01:00
71dcf9cf87 Afegit coffee.res, coffee.rc i icon.ico per a tindre iconet en windows 2024-12-30 19:56:35 +01:00
3a8521a1da Arreglat windows_release en Makefile 2024-12-30 19:56:00 +01:00
74d9c9a2b9 Commit per a vore qué està passant amb la música 2024-12-30 19:07:13 +01:00
9532caace8 Arreglades les release de windows, linux i raspberry 2024-12-30 13:44:09 +01:00
0bbd14067a Text::writeToTexture no deixava el renderitzador com estava 2024-12-30 13:43:12 +01:00
cfaa143c44 Actualitzat jail_audio 2024-12-30 13:30:06 +01:00
e61daeb92e Modificats els grafics del enemic nou
Afegits nous audios i veus
Completat el comportament del enemic nou
Ampliat el numero máxim de sons simultanis
2024-12-28 21:23:04 +01:00
d57cc15aee Treballant en el enemic nou 2024-12-27 13:38:07 +01:00
de3b18a407 Posat ordre en el Attract Mode 2024-12-26 13:58:25 +01:00
7f444fef33 Fix: mil minibugs relacionats amb el audio 2024-12-26 10:39:48 +01:00
ca18baefd7 Fix: el modo demo desactivava els sons i ja no s'activaven mai mes 2024-12-26 10:05:41 +01:00
b8dca0a46f Fet el fade out del title de video i audio i el fade in del joc de video i audio
Actualitzat jail_audio a la última versió
2024-12-26 10:03:02 +01:00
ca2c48ea17 Au, paca casa. M'he quedat a mitjes fent un fade de audio sincronitzat amb el fade de video en el titol 2024-12-23 13:56:11 +01:00
fb4d0d12db Afegits roidets de colisió per als globos per a certs moments 2024-12-23 12:37:19 +01:00
fb31445731 Comprova al iniciar que el tamany de finestra no siga mes gran que el tamany de la pantalla 2024-12-23 11:22:26 +01:00
cf4f0459b3 Es pot fer la finestra tan gran com deixe la pantalla, es a dir, el factor de zoom ja no va de 1 a 4 sino de 1 a X 2024-12-23 11:13:14 +01:00
fe0900a686 Afegides veus al jugador
Afegit efectes de so al rebotar el jugador quan mor
2024-12-15 20:00:35 +01:00
3367b70cd5 Afegit delay opcional al flash de la classe Screen 2024-12-09 20:06:59 +01:00
7016849587 FIX: afegit StopChannel en lloc de PauseChannel en el destructor del Logo
Retocada la animació del logo del joc en Title
2024-12-09 19:08:22 +01:00
301c059a26 Afegit botó per activar o desactivar el autofire 2024-12-05 12:24:18 +01:00
e3d0145417 Opció de fer el reset amb o sense reload 2024-12-05 08:25:44 +01:00
f0863b3691 Afegit zoom al subtitol ARCADE EDITION 2024-12-05 08:18:40 +01:00
80e366b208 Treballant en el zoom del titol s'ha arreglat el rebot dels globos i ara mola mes, o aixo pense 2024-12-03 13:59:40 +01:00
3c5bbf2ab0 Afegit zoom a la classe Sprite 2024-12-03 11:39:31 +01:00
1aa0dd3864 Acabats els credits a 320x240 (i per extensió, a qualsevol resolució) 2024-12-03 10:51:19 +01:00
ab45c984a2 Treballant en els credits a 240 2024-12-02 13:45:31 +01:00
020ee81479 Duplicat el fitxers de shaders per a resolucions verticals de 256 i 240 2024-12-02 13:39:19 +01:00
0cd96aced5 Afegit globalInputs::update() a totes les seccions del programa 2024-12-02 11:34:31 +01:00
ad32bb7d45 Treballant en globalInputs::update() 2024-12-02 11:11:03 +01:00
c3a5166ee1 Afegit un pragma per a IWYU 2024-12-02 09:27:51 +01:00
687d329d23 FIX: Faltva corregir el flash de destroyAllBalloons() 2024-11-27 18:58:17 +01:00
faba87c06d FIX: Si saltes el logo talla el so a meitat sonar
FIX: Corregida la lògica del efecte de flash
2024-11-27 18:39:23 +01:00
eed45bdbc6 Notifier no gastava Resource per als sons
Resource no alliberava correctament els elements de JailAudio
2024-11-27 18:20:33 +01:00
6ed37425bf Furtat el so del logo de JAILGAMES de The Pool 2024-11-27 18:02:25 +01:00
b987d06aca El joc ja reinicia correctament 2024-11-27 17:54:52 +01:00
9c9cfdabc2 Canvi de idioma (i reinicia) amb una tecla 2024-11-27 09:48:14 +01:00
9f2448753b Afegides les traduccions dels credits 2024-11-27 09:16:17 +01:00
736bf7e544 Credits acabats e integrats amb la resta del joc. Falta traduirlos pero de moment me la pela un rato 2024-11-26 19:42:26 +01:00
a2d4331430 Treballant en els credits 2024-11-25 22:56:59 +01:00
fd7beee5a1 Continuem treballant en els credits 2024-11-25 17:48:25 +01:00
a36120cf0c Continuemtreballant enels credits 2024-11-24 20:21:46 +01:00
ad221243cb Afegida musica als credits
Els globos ara tenen definida una play_area
Opció de canviar la paleta al text
2024-11-24 19:07:19 +01:00
b8d4c8f17c Començan a treballar en la secció Credits 2024-11-22 20:48:52 +01:00
8941072357 Els items reboten al tocar el piso 2024-11-20 21:55:55 +01:00
77bf1d73b3 Afegits els grafics de caure derrotat per al segon jugador 2024-11-19 19:30:30 +01:00
700d3846fb Afegits rebots en la animació de morir 2024-11-19 18:59:35 +01:00
185a1b47d1 Afegida llengua fora i ulls en X a la animació de derrotat 2024-11-19 18:59:22 +01:00
121774e460 Nova animació de jugador derrotat 2024-11-19 18:33:52 +01:00
47e468034f Nova animació per a la mort del personatge
Nova lògica al morir
2024-11-17 08:43:24 +01:00
da74b8dfce La powerball ja no mata
La powerball no pillava la rotació si es creava amb el rellotge actiu
2024-11-16 12:45:58 +01:00
065336c310 Els globos fills ja no ixen centrats al pare, si no al final havia varios apilats 2024-11-16 12:24:20 +01:00
79d25fb812 Nous grafics per a la powerball
Nou comportament per a la powerball
2024-11-16 12:13:00 +01:00
6262b5814d Arreglos varios relacionats amb el nom al obtenir la màxima puntuació:
No canviava al marcador, ni el nom del que tenia la maxima puntuació en calent ni al posar nom
retallat el nom de 8 a 6 caracters, i tots en majuscula pa que capia en el marcador
ja actualitza be la cadena amb el nom al posar nom per segona vegada en la mateixa partida
2024-11-08 20:49:07 +01:00
f9520185a2 Acabat BalloonManager 2024-11-08 18:29:08 +01:00
2fb7e88e4b Continue amb BalloonManager 2024-11-07 20:56:56 +01:00
0e527ff9d9 Au, a dormir que tinc son 2024-11-06 22:22:35 +01:00
d902bb9088 canvi de pc 2024-11-06 17:22:16 +01:00
caf04e3a7e Treballant en BalloonManager 2024-11-05 22:06:15 +01:00
12213a3dab Toooooornem a commitaaaar, aci vinga jugar al ping pong entre windows i macos i el puto copilot. Apanye aci i trenque allà 2024-11-05 17:54:23 +01:00
1f2a8ae38d Canvis en CMakeLists.txt 2024-11-05 17:38:26 +01:00
aa8d3502e2 Actualitzat make i cmake 2024-11-05 16:51:41 +01:00
e445a0b218 CMakeLists.txt crea el executable en la arrel del projecte 2024-11-05 13:13:43 +01:00
3f9c4b887f Apareixia brossa en la textura al crear un text i no netejarla primer (en el windows de la faena) 2024-11-05 13:06:32 +01:00
27ccae6132 Refet CMakeLists.txt 2024-11-05 13:05:52 +01:00
443f0f3254 Añadido CMakeLists.txt 2024-11-05 07:15:54 +01:00
2e62214a4b Canviat un #include <bits/chrono.h> per #include <chrono> 2024-11-04 22:26:31 +01:00
7b1c2a6005 Nova font de text per al text gran amb el doble de definició 2024-11-04 20:28:19 +01:00
2256ee46eb Modificada la paleta verda del primer jugador per a fer la mes pareguda a la del coffee crisis original 2024-11-04 19:39:27 +01:00
087fd3377c fix: els globos verds, al popparlos, uno tirava cap avall el molt cabró 2024-11-04 19:16:44 +01:00
30735f00e8 Els objectes de Text es precarreguen al inici 2024-11-04 19:08:18 +01:00
168 changed files with 8917 additions and 5663 deletions

1
.gitignore vendored
View File

@@ -16,3 +16,4 @@ thumbs.db
coffee_crisis*
debug.txt
cppcheck-result*
desktop.ini

88
CMakeLists.txt Normal file
View File

@@ -0,0 +1,88 @@
# CMakeLists.txt
cmake_minimum_required(VERSION 3.10)
project(coffee_crisis_arcade_edition VERSION 0.01)
# Establece las políticas
cmake_policy(SET CMP0072 NEW)
# Configuración de compilador para MinGW en Windows, si es necesario
if(WIN32 AND NOT CMAKE_CXX_COMPILER_ID MATCHES "MSVC")
set(CMAKE_CXX_COMPILER "g++")
set(CMAKE_C_COMPILER "gcc")
endif()
# Establecer estándar de C++
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Configuración global de flags de compilación
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wall")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} -Os -ffunction-sections -fdata-sections")
# Define el directorio de los archivos fuente
set(DIR_SOURCES "${CMAKE_SOURCE_DIR}/source")
# Cargar todos los archivos fuente en DIR_SOURCES
file(GLOB SOURCES "${DIR_SOURCES}/*.cpp")
# Verificar si se encontraron archivos fuente
if(NOT SOURCES)
message(FATAL_ERROR "No se encontraron archivos fuente en ${DIR_SOURCES}. Verifica que el directorio existe y contiene archivos .cpp.")
endif()
# Configuración de SDL2
find_package(SDL2 REQUIRED)
if(SDL2_FOUND)
message(STATUS "SDL2 encontrado: ${SDL2_INCLUDE_DIRS}")
include_directories(${SDL2_INCLUDE_DIRS})
link_directories(${SDL2_LIBDIR})
else()
message(FATAL_ERROR "SDL2 no encontrado")
endif()
# Incluye rutas de SDL2 obtenidas con pkg-config
include_directories(/usr/local/include /usr/local/include/SDL2)
link_directories(/usr/local/lib)
# Definir las bibliotecas comunes
set(LIBS SDL2)
# Configuración común de salida de ejecutables en el directorio raíz
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_SOURCE_DIR})
# Añadir ejecutable principal
add_executable(${PROJECT_NAME} ${SOURCES})
# Añadir definiciones de compilación dependiendo del tipo de build
target_compile_definitions(${PROJECT_NAME} PRIVATE $<$<CONFIG:DEBUG>:DEBUG VERBOSE>)
# Enlazar bibliotecas
target_link_libraries(${PROJECT_NAME} ${LIBS})
# Configuración específica para cada plataforma
if(WIN32)
target_compile_definitions(${PROJECT_NAME} PRIVATE WINDOWS_BUILD)
target_link_libraries(${PROJECT_NAME} mingw32 opengl32 gdi32 winmm imm32 ole32 version)
elseif(APPLE)
set(LIBS ${LIBS} "-framework OpenGL")
target_compile_definitions(${PROJECT_NAME} PRIVATE MACOS_BUILD)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-deprecated")
# Configurar compilación para Apple Silicon
set(CMAKE_OSX_ARCHITECTURES "arm64")
elseif(UNIX AND NOT APPLE)
set(LIBS ${LIBS} GL)
target_compile_definitions(${PROJECT_NAME} PRIVATE LINUX_BUILD)
target_link_libraries(${PROJECT_NAME} ${LIBS})
endif()
# Añadir OpenGL a las bibliotecas enlazadas
if(NOT WIN32)
find_package(OpenGL REQUIRED)
if(OPENGL_FOUND)
message(STATUS "OpenGL encontrado: ${OPENGL_LIBRARIES}")
target_link_libraries(${PROJECT_NAME} ${OPENGL_LIBRARIES})
else()
message(FATAL_ERROR "OpenGL no encontrado")
endif()
endif()

203
Makefile
View File

@@ -1,6 +1,6 @@
# Directorios
DIR_ROOT := $(dir $(abspath $(MAKEFILE_LIST)))
DIR_SOURCES:= $(addsuffix /, $(DIR_ROOT)source)
DIR_SOURCES := $(addsuffix /, $(DIR_ROOT)source)
DIR_BIN := $(addsuffix /, $(DIR_ROOT))
DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
@@ -8,37 +8,40 @@ DIR_BUILD := $(addsuffix /, $(DIR_ROOT)build)
TARGET_NAME := coffee_crisis_arcade_edition
TARGET_FILE := $(DIR_BIN)$(TARGET_NAME)
APP_NAME := Coffee Crisis Arcade Edition
RELEASE_FOLDER:= ccae_release
RELEASE_FOLDER := ccae_release
RELEASE_FILE := $(RELEASE_FOLDER)/$(TARGET_NAME)
VERSION := v0.01
RESOURCE_FILE := release/coffee.res
VERSION := 2025-03-25
# Nombres para los ficheros de lanzamiento
WINDOWS_RELEASE := $(TARGET_FILE)-$(VERSION)-win32-x64.zip
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
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
# Includes
INCLUDES:= -I$(DIR_SOURCES)
INCLUDES := -I$(DIR_SOURCES)
# Variables según el sistema operativo
ifeq ($(OS),Windows_NT)
FixPath = $(subst /,\,$1)
FixPath = $(subst /,\\,$1)
SOURCES := source/*.cpp
CXXFLAGS:= -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
CXXFLAGS_DEBUG:= -std=c++20 -Wall -g
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections -Wl,--gc-sections -static-libstdc++ -Wl,-subsystem,windows
CXXFLAGS_DEBUG := -std=c++20 -Wall -g
LDFLAGS := -lmingw32 -lws2_32 -lSDL2main -lSDL2 -lopengl32
RM = del /Q
MKD:= mkdir
RM := del /Q
MKDIR := mkdir
else
FixPath = $1
SOURCES := $(shell find $(DIR_SOURCES) -name '*.cpp')
SOURCES := source/*.cpp
CXXFLAGS:= -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG:= -std=c++20 -Wall -g
CXXFLAGS := -std=c++20 -Wall -Os -ffunction-sections -fdata-sections
CXXFLAGS_DEBUG := -std=c++20 -Wall -g
LDFLAGS := -lSDL2
RM = rm -f
MKD:= mkdir -p
RMFILE := rm -f
RMDIR := rm -rdf
MKDIR := mkdir -p
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S),Linux)
LDFLAGS += -lGL
@@ -50,87 +53,11 @@ else
endif
endif
OBJECTS := $(subst $(DIR_SOURCES), $(DIR_BUILD), $(SOURCES))
OBJECTS := $(OBJECTS:.cpp=.o)
DEPENDENCIES:= $(OBJECTS:.o=.d)
###############################################################################
# #
# RULES #
# #
###############################################################################
.PHONY: all a1
all: a1
a1: $(TARGET_FILE)
$(TARGET_FILE): $(OBJECTS)
$(MKD) $(@D)
$(CXX) $(OBJECTS) $(LDFLAGS) -o $(TARGET_FILE)
$(DIR_BUILD)%.o: $(DIR_SOURCES)%.cpp
$(MKD) $(@D)
$(CXX) -c $< $(CXXFLAGS) $(INCLUDES) -o $@
-include $(DEPENDENCIES)
###############################################################################
# #
# CLEAN #
# #
###############################################################################
.PHONY: clean
clean:
$(RM) $(call FixPath,$(DIR_BUILD))
###############################################################################
# #
# PRINT-VARIABLES #
# #
###############################################################################
.PHONY: print-variables
print-variables:
@echo MAKEFILE_LIST: $(MAKEFILE_LIST)
@echo "DIR_ROOT :" $(DIR_ROOT)
@echo "DIR_SOURCES:" $(DIR_SOURCES)
@echo "DIR_BIN :" $(DIR_BIN)
@echo "DIR_BUILD :" $(DIR_BUILD)
@echo "DIR_IMGUI :" $(DIR_IMGUI)
@echo "DIR_IMGUI_SFML:" $(DIR_IMGUI_SFML)
@echo "INCLUDES :" $(INCLUDES)
@echo CXX: $(CXX)
@echo CXXFLAGS: $(CXXFLAGS)
@echo LDFLAGS: $(LDFLAGS)
@echo SOURCES: $(SOURCES)
@echo OBJECTS: $(OBJECTS)
@echo DEPENDENCIES: $(DEPENDENCIES)
@echo TARGET_NAME: $(TARGET_NAME)
@echo TARGET_FILE: $(TARGET_FILE)
@echo RM: $(RM)
raspi:
$(CXX) $(SOURCES) -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded
raspi_debug:
$(CXX) $(SOURCES) -D ARCADE -D VERBOSE -D DEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
# Reglas para compilación
windows:
@echo off
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE).exe"
strip -s -R .comment -R .gnu.version "$(TARGET_FILE).exe" --strip-unneeded
windows_rec:
@@ -157,12 +84,13 @@ windows_release:
powershell Copy-Item "release\*.dll" -Destination "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(RELEASE_FOLDER)/$(TARGET_FILE).exe" --strip-unneeded
windres release/coffee.rc -O coff -o $(RESOURCE_FILE)
$(CXX) $(SOURCES) $(RESOURCE_FILE) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE).exe"
strip -s -R .comment -R .gnu.version "$(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 $(WINDOWS_RELEASE)
powershell if (Test-Path "$(WINDOWS_RELEASE)") {Remove-Item "$(WINDOWS_RELEASE)"}
powershell Compress-Archive -Path "$(RELEASE_FOLDER)"/* -DestinationPath "$(WINDOWS_RELEASE)"
# Elimina la carpeta temporal 'RELEASE_FOLDER'
powershell if (Test-Path "$(RELEASE_FOLDER)") {Remove-Item "$(RELEASE_FOLDER)" -Recurse -Force}
@@ -175,17 +103,17 @@ macos_debug:
macos_release:
# Elimina datos de compilaciones anteriores
rm -rdf "$(RELEASE_FOLDER)"
rm -rdf Frameworks
rm -f tmp.dmg
rm -f "$(MACOS_INTEL_RELEASE)"
rm -f "$(MACOS_APPLE_SILICON_RELEASE)"
$(RMDIR) "$(RELEASE_FOLDER)"
$(RMDIR) Frameworks
$(RMFILE) tmp.dmg
$(RMFILE) "$(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
mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
mkdir -p "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
mkdir -p Frameworks
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Frameworks"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS"
$(MKDIR) "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
$(MKDIR) Frameworks
# Copia carpetas y ficheros
cp -R data "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/Resources"
@@ -200,24 +128,24 @@ macos_release:
ln -s /Applications "$(RELEASE_FOLDER)"/Applications
# Compila la versión para procesadores Intel
$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_FILE)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target x86_64-apple-macos10.12
# 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)"
rm -f tmp.dmg
$(RMFILE) tmp.dmg
# Compila la versión para procesadores Apple Silicon
$(CXX) $(SOURCES) -D MACOS_BUNDLE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_FILE)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
$(CXX) $(SOURCES) -D MACOS_BUNDLE -D SDL_DISABLE_IMMINTRIN_H $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FOLDER)/$(APP_NAME).app/Contents/MacOS/$(TARGET_NAME)" -rpath @executable_path/../Frameworks/ -target arm64-apple-macos11
# 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)"
rm -f tmp.dmg
$(RMFILE) tmp.dmg
# Elimina las carpetas temporales
$(RM) Frameworks
$(RM) "$(RELEASE_FOLDER)"
$(RMDIR) Frameworks
$(RMDIR) "$(RELEASE_FOLDER)"
linux:
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(TARGET_FILE)"
@@ -228,37 +156,66 @@ linux_debug:
linux_release:
# Elimina carpetas previas
$(RM) "$(RELEASE_FOLDER)"
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la carpeta temporal para realizar el lanzamiento
mkdir -p "$(RELEASE_FOLDER)"
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Complia
# Compila
$(CXX) $(SOURCES) $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RM) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "../$(LINUX_RELEASE)" *
$(RMFILE) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "$(LINUX_RELEASE)" *
# Elimina la carpeta temporal
$(RM) "$(RELEASE_FOLDER)"
$(RMDIR) "$(RELEASE_FOLDER)"
raspi:
$(CXX) $(SOURCES) -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(TARGET_FILE)
strip -s -R .comment -R .gnu.version $(TARGET_FILE) --strip-unneeded
raspi_debug:
$(CXX) $(SOURCES) -D VERBOSE -D DEBUG $(CXXFLAGS_DEBUG) $(LDFLAGS) -o "$(TARGET_FILE)_debug"
raspi_release:
# Elimina carpetas previas
$(RMDIR) "$(RELEASE_FOLDER)"
# Crea la carpeta temporal para realizar el lanzamiento
$(MKDIR) "$(RELEASE_FOLDER)"
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"
cp LICENSE "$(RELEASE_FOLDER)"
cp README.md "$(RELEASE_FOLDER)"
# Compila
$(CXX) $(SOURCES) -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o "$(RELEASE_FILE)"
strip -s -R .comment -R .gnu.version "$(RELEASE_FILE)" --strip-unneeded
# Empaqueta ficheros
$(RMFILE) "$(LINUX_RELEASE)"
cd "$(RELEASE_FOLDER)" && tar -czvf "$(RASPI_RELEASE)" *
# Elimina la carpeta temporal
$(RMDIR) "$(RELEASE_FOLDER)"
anbernic:
# Elimina carpetas previas
$(RM) "$(RELEASE_FOLDER)"_anbernic
$(RMDIR) "$(RELEASE_FOLDER)"_anbernic
# Crea la carpeta temporal para realizar el lanzamiento
mkdir -p "$(RELEASE_FOLDER)"_anbernic
$(MKDIR) "$(RELEASE_FOLDER)"_anbernic
# Copia ficheros
cp -R data "$(RELEASE_FOLDER)"_anbernic
# Complia
# Compila
$(CXX) $(SOURCES) -D ANBERNIC -D NO_SHADERS -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME)
$(CXX) $(SOURCES) -D ANBERNIC -D ARCADE -D VERBOSE $(CXXFLAGS) $(LDFLAGS) -o $(RELEASE_FOLDER)_anbernic/$(TARGET_NAME).shaders

View File

@@ -1,39 +1,75 @@
# Coffee Crisis Arcade Edition
Coffee Crisis Arcade Edition es la versió ampliada i millorada del aclamat Coffee Crisis. Preparat per a jugar sense parar amn dos jugadors, nous gràfics i moltes sorpreses mes.
**¡La batalla definitiva pel cafè està ací!**
Coffee Crisis Arcade Edition és una versió ampliada i millorada del aclamat Coffee Crisis. Aquesta versió porta l'acció cooperativa al següent nivell, amb:
- **Mode multijugador** per a dues persones.
- **Nous gràfics** que revitalitzen l'experiència arcade clàssica.
- **Moltes sorpreses** per descobrir en cada partida.
Defensa el teu cafè contra les bambolles gegants en aquest trepidant joc d'arcade! 🍵
<p align="center">
<img src="https://php.sustancia.synology.me/images/ccae_title.png" alt="Titol"
<img src="https://php.sustancia.synology.me/images/ccae/ccae_title.png" alt="Títol" width="60%" />
</p>
## Controls
El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels jugadors pot utilitzar el teclat.
Les tecles son les següents:
* **Fletxes**: Mou al personatge
* **Q, W, E**: Disparar a la esquerra, al centre i a la dreta respectivament
El joc està optimitzat per a ser jugat amb un mando de jocs, encara que un dels jugadors pot utilitzar el teclat.
### Controls del teclat:
- **Fletxes**: Mou al personatge.
- **Q, W, E**: Disparar a l'esquerra, al centre i a la dreta, respectivament.
> Nota: El joc suporta nomes un jugador amb teclat.
<p align="center">
<img src="https://php.sustancia.synology.me/images/ccae1.png" alt="Joc"
<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
- **Tecla ESC**: Tancar el joc
- **Tecla F1**: Fa la finestra mes xicoteta
- **Tecla F2**: Fa la finestra mes gran
- **Tecla F3**: Alterna entre el mode de pantalla completa i el de finestra
- **Tecla F4**: Activa o desactiva els shaders
- **Tecla F10**: Reset
| Tecla | Funció |
|:-----------:|----------------------------------------------------|
| **ESC** | Tancar el joc |
| **P** | Pausar el joc |
| **F1** | Fa la finestra més xicoteta |
| **F2** | Fa la finestra més gran |
| **F3** | Alterna entre mode de pantalla completa i finestra |
| **F4** | Activa o desactiva el filtre de pantalla |
| **F5** | Activa o desactiva el mode d'escalat sencer |
| **F6** | Activa o desactiva l'àudio |
| **F7** | Activa o desactiva el dispar automàtic |
| **F8** | Canvia l'idioma del joc (Provoca el reinici) |
| **F10** | Reinicia el joc |
<p align="center">
<img src="https://php.sustancia.synology.me/images/ccae2.png" alt="Joc"
<img src="https://php.sustancia.synology.me/images/ccae/ccae2.png" alt="Joc" width="50%" />
</p>
## Com instal·lar i jugar
1. Descarrega el joc des de [l'apartat de llançaments](https://gitea.sustancia.synology.me/JailDesigner/coffee_crisis_arcade_edition/releases).
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!
També vull agrair a tots els jugadors que fan que aquest projecte valgui la pena. 🕹️❤️
## Com contribuir
Accepte contribucions! Si tens una idea o vols ajudar:
1. Fes un fork d'aquest repositori.
2. Crea una branca nova amb els teus canvis.
3. Fes un pull request.
## Llicència
Aquest joc està subjecte a una llicència [MIT](https://opensource.org/licenses/MIT). Consulta el fitxer LICENSE per a més detalls.
## Agraiments
A chatGPT i sobretot a Copilot. Gracies per estar sempre quan vos he necesitat.

View File

@@ -1,4 +1,7 @@
# JailDesigner - Custom mappings
### 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,
@@ -14,6 +17,7 @@
# 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,
03000000fa190000918d000000000000,3 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,
03000000fa2d00000100000000000000,3dRudder Foot Motion Controller,leftx:a0,lefty:a1,rightx:a5,righty:a2,platform:Windows,
03000000d0160000040d000000000000,4Play 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,
03000000d0160000050d000000000000,4Play 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,
@@ -30,6 +34,7 @@
03000000801000000900000000000000,8BitDo F30 Arcade Stick,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:a1,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a5,start:b11,x:b3,y:b4,platform:Windows,
03000000c82d00001038000000000000,8BitDo F30 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:Windows,
03000000c82d00000090000000000000,8BitDo FC30 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,
05000000c82d00006a28000000000000,8BitDo 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:Windows,
03000000c82d00001251000000000000,8BitDo 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:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00001151000000000000,8BitDo 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:a3,righty:a4,start:b11,x:b4,y:b3,platform:Windows,
03000000c82d00000150000000000000,8BitDo M30,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a3,righty:a5,start:b11,x:b4,y:b3,platform:Windows,
@@ -83,6 +88,8 @@
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,
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,
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,
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,
@@ -116,6 +123,9 @@
03000000491900001904000000000000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Windows,
03000000710100001904000000000000,Amazon Luna Controller,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b5,leftstick:b8,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b4,rightstick:b7,rightx:a3,righty:a4,start:b6,x:b3,y:b2,platform:Windows,
0300000008100000e501000000000000,Anbernic Game Pad,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:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000020500000913000000000000,Anbernic RG P01,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:a5,start:b11,x:b3,y:b4,platform:Windows,
03000000373500000710000000000000,Anbernic RG P01,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,
03000000373500004610000000000000,Anbernic RG P01,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,
03000000830500000160000000000000,Arcade,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:b2,righttrigger:b3,x:b4,y:b4,platform:Windows,
03000000120c0000100e000000000000,Armor 3,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,
03000000490b00004406000000000000,ASCII Seamic Controller,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,start:b9,x:b3,y:b4,platform:Windows,
@@ -126,6 +136,7 @@
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,
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,
030000008a3500000102000000000000,Backbone One,a:b4,b:b5,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b10,leftstick:b17,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b18,righttrigger:b13,rightx:a3,righty:a4,start:b15,x:b7,y:b8,platform:Windows,
030000008a3500000201000000000000,Backbone One,a:b4,b:b5,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b10,leftstick:b17,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b18,righttrigger:b13,rightx:a3,righty:a4,start:b15,x:b7,y:b8,platform:Windows,
030000008a3500000302000000000000,Backbone One,a:b4,b:b5,back:b14,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b16,leftshoulder:b10,leftstick:b17,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b18,righttrigger:b13,rightx:a3,righty:a4,start:b15,x:b7,y:b8,platform:Windows,
@@ -179,8 +190,6 @@
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,
03000000bd12000002e0000000000000,Dual Vibration Joystick,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,
03000000ff1100003133000000000000,DualForce,a:b2,b:b3,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:b0,y:b1,platform:Windows,
030000008f0e00000910000000000000,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,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,
030000006f0e00003001000000000000,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:Windows,
03000000fc0400000250000000000000,Easy Grip,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,start:b9,x:b3,y:b4,platform:Windows,
03000000bc2000000091000000000000,EasySMX 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:Windows,
@@ -216,7 +225,7 @@
03000000b50700000399000000000000,Firestorm 2,a:b2,b:b4,back:b10,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b8,righttrigger:b9,start:b11,x:b3,y:b5,platform:Windows,
03000000b50700001302000000000000,Firestorm D3,a:b0,b:b2,leftshoulder:b4,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,x:b1,y:b3,platform:Windows,
03000000b40400001024000000000000,Flydigi Apex,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,
03000000151900004000000000000000,Flydigi Vader 2,a:b27,b:b26,back:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b23,leftstick:b17,lefttrigger:b21,leftx:a0,lefty:a1,misc1:b15,paddle1:b11,paddle2:b10,paddle3:b13,paddle4:b12,rightshoulder:b22,rightstick:b16,righttrigger:b20,rightx:a3,righty:a4,start:b18,x:b25,y:b24,platform:Windows,
03000000151900004000000000000000,Flydigi Vader 2,a:b27,b:b26,back:b19,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b23,leftstick:b17,lefttrigger:b21,leftx:a0,lefty:a1,rightshoulder:b22,rightstick:b16,righttrigger:b20,rightx:a3,righty:a4,start:b18,x:b25,y:b24,platform:Windows,
03000000b40400001124000000000000,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:b14,paddle1:b4,paddle2:b5,paddle3:b16,paddle4:b17,rightshoulder:b7,rightstick:b13,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b2,y:b3,platform:Windows,
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,
@@ -250,6 +259,7 @@
03000000f025000031c1000000000000,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:Windows,
03000000f0250000c383000000000000,Gioteck VX2 PlayStation 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:Windows,
03000000f0250000c483000000000000,Gioteck VX2 PlayStation 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:Windows,
03000000d11800000094000000000000,Google Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
030000004f04000026b3000000000000,GP XID,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,
0300000079000000d418000000000000,GPD Win,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,
03000000c6240000025b000000000000,GPX,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,
@@ -276,8 +286,8 @@
030000000d0f00005100000000000000,Hori Fighting Commander PS3,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,
030000000d0f00008600000000000000,Hori Fighting Commander Xbox 360,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,
030000000d0f0000ba00000000000000,Hori Fighting Commander Xbox 360,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,
030000000d0f00008800000000000000,Hori Fighting Stick mini 4 (PS3),a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,
030000000d0f00008700000000000000,Hori Fighting Stick mini 4 (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:Windows,
030000000d0f00008800000000000000,Hori Fighting Stick mini 4 PS3,a:b1,b:b2,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b8,x:b0,y:b3,platform:Windows,
030000000d0f00008700000000000000,Hori Fighting Stick mini 4 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:Windows,
030000000d0f00001000000000000000,Hori Fightstick,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,
030000000d0f00003200000000000000,Hori Fightstick 3W,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,
030000000d0f0000c000000000000000,Hori Fightstick 4,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,
@@ -329,11 +339,13 @@
030000000d0f0000c100000000000000,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:Windows,
030000000d0f0000f600000000000000,Horipad Nintendo 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:Windows,
030000000d0f00006700000000000000,Horipad One,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,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:Windows,
030000000d0f00009601000000000000,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:b8,leftx:a0,lefty:a1,misc2:b2,paddle1:b5,paddle2:b15,paddle3:b18,paddle4:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
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,
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,
03000000242e00006a38000000000000,Hyperkin Trooper 2,a:b0,b:b1,back:b4,leftshoulder:b2,leftx:a0,lefty:a1,rightshoulder:b3,start:b5,platform:Windows,
03000000d81d00000e00000000000000,iBuffalo AC02 Arcade Joystick,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b2,rightstick:b11,righttrigger:b3,rightx:a2,righty:a5,start:b8,x:b4,y:b5,platform:Windows,
03000000d81d00000f00000000000000,iBuffalo BSGP1204 Series,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:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows,
@@ -389,7 +401,7 @@
03000000380700006652000000000000,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:a3,righty:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000380700005032000000000000,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:Windows,
03000000380700005082000000000000,Mad Catz Fightpad Pro 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:Windows,
03000000380700008031000000000000,Mad Catz FightStick Alpha PS3 ,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,
03000000380700008031000000000000,Mad Catz FightStick Alpha PS3,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,
030000003807000038b7000000000000,Mad Catz Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:b8,rightshoulder:b5,righttrigger:b9,start:b7,x:b2,y:b3,platform:Windows,
03000000380700008433000000000000,Mad Catz Fightstick TE S 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:Windows,
03000000380700008483000000000000,Mad Catz Fightstick TE S 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:Windows,
@@ -416,6 +428,7 @@
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,
03000000242e0000f500000000000000,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,
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,
@@ -447,7 +460,6 @@
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,
030000006f0e00001311000000000000,N64 Controller,+rightx:b10,+righty:b3,-rightx:b0,-righty:b11,a:b2,b:b1,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,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,
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,
@@ -482,24 +494,21 @@
030000008916000000fd000000000000,Onza TE,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,
03000000d62000006d57000000000000,OPP 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,
030000006b14000001a1000000000000,Orange Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a5,righty:a2,start:b9,x:b2,y:b3,platform:Windows,
0300000009120000072f000000000000,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,start:b11,x:b3,y:b4,platform:Windows,
03000000362800000100000000000000,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:Windows,
03000000120c0000f60e000000000000,P4 Gamepad,a:b1,b:b2,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b7,rightshoulder:b4,righttrigger:b6,start:b9,x:b0,y:b3,platform:Windows,
03000000790000002201000000000000,PC 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:Windows,
030000006f0e00008501000000000000,PDP Fightpad Pro 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,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
030000006f0e00000901000000000000,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:Windows,
030000006f0e00008901000000000000,PDP Realmz 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:Windows,
030000008f0e00004100000000000000,PlaySega,a:b1,b:b0,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b4,y:b3,platform:Windows,
03000000666600006706000000000000,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,
03000000e30500009605000000000000,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,
030000004c050000da0c000000000000,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,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,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,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,
030000004c0500003713000000000000,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,
03000000d620000011a7000000000000,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,misc1:b13,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Windows,
03000000d620000011a7000000000000,PowerA Core 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,
03000000dd62000015a7000000000000,PowerA Fusion Nintendo Switch Arcade Stick,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,
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,
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,
@@ -598,6 +607,7 @@
030000009b2800002c00000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
030000009b2800008000000000000000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Windows,
03000000790000008f18000000000000,Rapoo Gamepad,a:b2,b:b1,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:b3,y:b0,platform:Windows,
0300000032150000a602000000000000,Razer Huntsman V3 Pro,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b12,dpright:b13,dpup:b11,guide:b10,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,
03000000321500000003000000000000,Razer Hydra,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,righttrigger:a2,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000f8270000bf0b000000000000,Razer Kishi,a:b6,b:b7,back:b16,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b18,leftshoulder:b12,leftstick:b19,lefttrigger:b14,leftx:a0,lefty:a1,rightshoulder:b13,rightstick:b20,righttrigger:b15,rightx:a3,righty:a4,start:b17,x:b9,y:b10,platform:Windows,
03000000321500000204000000000000,Razer Panthera 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,
@@ -641,8 +651,9 @@
030000000d0f0000ad00000000000000,RX Gamepad,a:b0,b:b4,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b3,rightshoulder:b6,start:b9,x:b2,y:b1,platform:Windows,
030000008916000000fe000000000000,Sabertooth,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,
03000000c6240000045d000000000000,Sabertooth,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,
030000006f0e00001311000000000000,Saffun Controller,a:b2,b:b3,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:b1,y:b0,platform:Windows,
03000000a30600001af5000000000000,Saitek Cyborg,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,
03000000a306000023f6000000000000,Saitek Cyborg V.1 Game,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:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000a306000023f6000000000000,Saitek Cyborg,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:a4,start:b9,x:b0,y:b3,platform:Windows,
03000000300f00001201000000000000,Saitek Dual Analog,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:Windows,
03000000a30600000701000000000000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Windows,
03000000a30600000cff000000000000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,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:b10,x:b0,y:b1,platform:Windows,
@@ -669,7 +680,7 @@
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,
03000000a30c00002500000000000000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows,
03000000a30c00002400000000000000,Sega Mega Drive Mini 6B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows,
03000000d804000086e6000000000000,Sega Multi Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b7,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows,
03000000d804000086e6000000000000,Sega Multi Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:a2,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows,
0300000000050000289b000000000000,Sega Saturn Adapter,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,
0300000000f000000800000000000000,Sega Saturn Controller,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b7,righttrigger:b3,start:b0,x:b5,y:b6,platform:Windows,
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,
@@ -682,13 +693,21 @@
03000000811700009d0a000000000000,SNES Controller,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,
030000008b2800000300000000000000,SNES Controller,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,
03000000921200004653000000000000,SNES Controller,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:Windows,
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,
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,
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,
03000000341a00000908000000000000,Speedlink 6566,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,
03000000380700001722000000000000,Speedlink Competition Pro,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,x:b2,y:b3,platform:Windows,
030000008f0e00000800000000000000,Speedlink Strike FX,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,
03000000c01100000591000000000000,Speedlink Torid,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,
03000000d11800000094000000000000,Stadia Controller,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:b12,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:b11,rightx:a3,righty:a4,start:b9,x:b2,y:b3,platform:Windows,
03000000de280000fc11000000000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,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:Windows,
03000000de280000ff11000000000000,Steam Virtual Gamepad,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,
03000000120c0000160e000000000000,Steel Play Metaltech 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,
@@ -698,7 +717,6 @@
03000000381000003014000000000000,SteelSeries Stratus Duo,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,
03000000381000003114000000000000,SteelSeries Stratus Duo,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,
03000000381000001814000000000000,SteelSeries Stratus XL,a:b0,b:b1,back:b18,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b19,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b2,y:b3,platform:Windows,
03000000790000001c18000000000000,STK 7024X,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,
03000000380700003847000000000000,Street Fighter Fightstick TE,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,start:b7,x:b2,y:b3,platform:Windows,
030000001f08000001e4000000000000,Super Famicom 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:Windows,
03000000790000000418000000000000,Super Famicom Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b33,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
@@ -713,17 +731,18 @@
03000000b50700001203000000000000,Techmobility X6-38V,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:Windows,
03000000ba2200000701000000000000,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:a3,righty:a2,start:b9,x:b3,y:b2,platform:Windows,
03000000c61100001000000000000000,Tencent Xianyou Gamepad,a:b0,b:b1,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,x:b3,y:b4,platform:Windows,
03000000790000002601000000000000,TGZ,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:a5,start:b9,x:b3,y:b0,platform:Windows,
03000000790000001c18000000000000,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:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
03000000790000002601000000000000,TGZ 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:a5,start:b9,x:b3,y:b0,platform:Windows,
03000000591c00002400000000000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
03000000591c00002600000000000000,THEGamepad,a:b2,b:b1,back:b6,leftx:a0,lefty:a1,start:b7,x:b3,y:b0,platform:Windows,
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,
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,
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,
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,
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,
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,
@@ -751,6 +770,7 @@
03000000bd12000012d0000000000000,USB Controller,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows,
03000000ff1100004133000000000000,USB 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:a4,righty:a2,start:b9,x:b3,y:b0,platform:Windows,
03000000632500002305000000000000,USB Vibration 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:Windows,
03000000882800000305000000000000,V5 Game Pad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3,x:b2,y:b3,platform:Windows,
03000000790000001a18000000000000,Venom,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,
03000000790000001b18000000000000,Venom Arcade Joystick,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,
030000006f0e00000302000000000000,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:Windows,
@@ -782,7 +802,6 @@
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,
030000002a0600002000000000000000,Xbox Controller,a:b0,b:b1,back:b13,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,leftshoulder:b5,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b15,righttrigger:b7,rightx:a2,righty:a5,start:b12,x:b2,y:b3,platform:Windows,
03000000300f00008888000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:b13,dpleft:b10,dpright:b11,dpup:b12,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,
03000000380700001645000000000000,Xbox Controller,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,
03000000380700002645000000000000,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:b10,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b11,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
03000000380700003645000000000000,Xbox Controller,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,
@@ -791,7 +810,6 @@
030000005e0400008502000000000000,Xbox 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,
030000005e0400008702000000000000,Xbox Controller,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:b7,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
030000005e0400008902000000000000,Xbox Controller,a:b0,b:b1,back:b7,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b10,leftstick:b8,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b11,rightstick:b9,righttrigger:b4,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:Windows,
030000000d0f00006300000000000000,Xbox One Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b8,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b9,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows,
030000005e0400000c0b000000000000,Xbox One 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,
030000005e040000d102000000000000,Xbox One 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,
030000005e040000dd02000000000000,Xbox One 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,
@@ -825,6 +843,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000c82d00000090000001000000,8BitDo 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:Mac OS X,
03000000c82d00001038000000010000,8BitDo 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: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,
03000000c82d00006a28000000010000,8BitDo 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:Mac OS X,
03000000c82d00001251000000010000,8BitDo 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:Mac OS X,
03000000c82d00001251000000020000,8BitDo 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:Mac OS X,
03000000c82d00001151000000010000,8BitDo 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: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,
@@ -866,6 +885,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000c82d00001b30000001000000,8BitDo 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:Mac OS X,
03000000c82d00001d30000001000000,8BitDo 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:Mac OS X,
03000000c82d00001530000001000000,8BitDo 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:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
03000000c82d00001630000001000000,8BitDo 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:Mac OS X,
03000000c82d00001730000001000000,8BitDo 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:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X,
@@ -878,20 +899,21 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a31,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000491900001904000001010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Mac OS X,
03000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b11,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Mac OS X,
0300000008100000e501000019040000,Anbernic 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:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a4,start:b11,x:b4,y:b3,platform:Mac OS X,
0300000008100000e501000019040000,Anbernic Handheld,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:a4,start:b11,x:b4,y:b3,platform:Mac OS X,
03000000373500004610000001000000,Anbernic RG P01,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:Mac OS X,
03000000a30c00002700000003030000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
03000000a30c00002800000003030000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a3,lefty:a4,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Mac OS X,
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,
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:MacOSX
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,
030000008a3500000102000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X,
030000008a3500000201000000010000,Backbone One,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,
030000008a3500000202000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X,
030000008a3500000402000000010000,Backbone One,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,
030000008a3500000302000000010000,Backbone One PlayStationÆ Edition,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X,
030000008a3500000302000000010000,Backbone One PlayStation Edition,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X,
03000000c62400001a89000000010000,BDA MOGA XP5-X Plus,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,rightshoulder:b7,rightstick:b16,righttrigger:a4,rightx:a2,righty:a3,start:b13,x:b3,y:b4,platform:Mac OS X,
03000000c62400001b89000000010000,BDA MOGA XP5-X 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,
03000000d62000002a79000000010000,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:Mac OS X,
@@ -914,6 +936,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000c01100000140000000010000,GameStop PS4 Fun 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,
030000006f0e00000102000000000000,GameStop Xbox 360 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,
03000000ff1100003133000007010000,GameWare PC Control Pad,a:b2,b:b1,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:a4,start:b11,x:b3,y:b0,platform:Mac OS X,
03000000d11800000094000000010000,Google Stadia 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:Mac OS X,
030000007d0400000540000001010000,Gravis Eliminator 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:Mac OS X,
03000000280400000140000000020000,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:Mac OS X,
030000008f0e00000300000007010000,GreenAsia Joystick,a:b2,b:b3,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:a3,righty:a2,start:b9,x:b0,y:b1,platform:Mac OS X,
@@ -925,8 +948,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000000d0f00008400000000010000,Hori Fighting Commander 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: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,
030000000d0f00008500000000010000,Hori Fighting Commander 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:Mac OS X,
03000000341a00000302000014010000,Hori Fighting Stick Mini,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,
030000000d0f00008800000000010000,Hori Fighting Stick mini 4 (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,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00008700000000010000,Hori Fighting Stick mini 4 (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:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
030000000d0f00008800000000010000,Hori Fighting Stick mini 4 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,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Mac OS X,
030000000d0f00008700000000010000,Hori Fighting Stick mini 4 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:b6,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,touchpad:b13,x:b0,y:b3,platform:Mac OS X,
030000000d0f00004d00000000000000,Hori Gem Pad 3,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,
030000000d0f00003801000008010000,Hori PC Engine Mini Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,platform:Mac OS X,
030000000d0f00009200000000010000,Hori Pokken Tournament DX Pro,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,
@@ -959,6 +982,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000380700005082000000010000,Mad Catz PS4 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: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,
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,
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,
@@ -992,9 +1016,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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: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,
03000000666600006706000088020000,PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Mac OS X,
030000004c050000da0c000000010000,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:Mac OS X,
030000004c0500003713000000010000,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: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,
@@ -1012,7 +1033,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
050000004c050000e60c000000010000,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:Mac OS X,
050000004c050000f20d000000010000,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:Mac OS X,
030000005e040000e002000001000000,PXN P30 Pro Mobile,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:Mac OS X,
03000000222c00000225000000010000,Qanba Dragon Arcade Joystick (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:Mac OS X,
03000000222c00000225000000010000,Qanba Dragon Arcade Joystick 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:Mac OS X,
03000000222c00000020000000010000,Qanba Drone Arcade Stick,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,
030000009b2800005600000020020000,Raphnet SNES Adapter,a:b1,b:b4,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b5,platform:Mac OS X,
030000009b2800008000000022020000,Raphnet Wii Classic Adapter,a:b1,b:b4,back:b2,dpdown:b13,dpleft:b14,dpright:b15,dpup:b12,guide:b10,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,rightx:a3,righty:a4,start:b3,x:b0,y:b5,platform:Mac OS X,
@@ -1047,7 +1068,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
0300000000f00000f100000000000000,SNES RetroPort,a:b2,b:b3,back:b4,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b5,rightshoulder:b7,start:b6,x:b0,y:b1,platform:Mac OS X,
030000004c050000a00b000000000000,Sony DualShock 4 Adapter,a:b1,b:b2,back:b13,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,
030000004c050000cc09000000000000,Sony DualShock 4 V2,a:b1,b:b2,back:b13,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,
03000000d11800000094000000010000,Stadia 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:Mac OS X,
03000000666600006706000088020000,Sony PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b11,x:b3,y:b0,platform:Mac OS X,
030000004c050000da0c000000010000,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:Mac OS X,
030000004c0500003713000000010000,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:Mac OS X,
030000005e0400008e02000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,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,
03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,
03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X,
@@ -1062,11 +1085,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000790000001c18000000010000,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: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,
03000000790000001c18000003100000,TGZ 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,
03000000591c00002400000021000000,THEC64 Joystick,a:b0,b:b1,back:b6,leftshoulder:b4,leftx:a0,lefty:a4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Mac OS X,
03000000591c00002600000021000000,THEGamepad,a:b2,b:b1,back:b6,dpdown:+a4,dpleft:-a0,dpright:+a0,dpup:-a4,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Mac OS X,
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,
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,
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,
@@ -1092,7 +1116,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000005e040000d102000000000000,Xbox One 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,
030000005e040000dd02000000000000,Xbox One 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,
030000005e040000e002000000000000,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:Mac OS X,
030000005e040000e002000003090000,Xbox One Controller,a:b0,b:b1,back:b16,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,
030000005e040000e002000003090000,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:Mac OS X,
030000005e040000e302000000000000,Xbox One 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,
030000005e040000ea02000000000000,Xbox One 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,
030000005e040000fd02000003090000,Xbox One Controller,a:b0,b:b1,back:b16,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,
@@ -1104,6 +1128,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000005e040000130b000015050000,Xbox Series 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,
030000005e040000130b000007050000,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,
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,
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,
@@ -1111,10 +1136,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
# 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,
03000000021000000090000011010000,8BitDo 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,
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,
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,
@@ -1128,6 +1155,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000c82d00000451000000010000,8BitDo N30,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,
03000000c82d00001590000011010000,8BitDo N30 Pro 2,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,
05000000c82d00006528000000010000,8BitDo N30 Pro 2,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,
03000000c82d00006928000011010000,8BitDo N64,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,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Linux,
05000000c82d00006928000000010000,8BitDo N64,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,rightshoulder:b7,righttrigger:b9,rightx:a2,righty:a3,start:b11,platform:Linux,
05000000c82d00002590000001000000,8BitDo NEOGEO,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:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000008000000210000011010000,8BitDo NES30,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,
@@ -1149,6 +1177,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000c82d00000431000011010000,8BitDo 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,
03000000c82d00002867000000010000,8BitDo S30,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b8,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b6,righttrigger:b7,rightx:a2,righty:a3,start:b10,x:b3,y:b4,platform:Linux,
03000000c82d00000060000011010000,8BitDo SF30 Pro,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,
05000000c82d00000060000000010000,8BitDo SF30 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,
05000000c82d00000061000000010000,8BitDo SF30 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:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
030000003512000012ab000010010000,8BitDo SFC30,a:b2,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b3,y:b0,platform:Linux,
@@ -1167,6 +1196,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
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,
05000000c82d00001b30000001000000,8BitDo 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,
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,
@@ -1181,7 +1213,6 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
05000000a00500003232000008010000,8BitDo 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,
03000000c82d00001890000011010000,8BitDo 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:Linux,
050000005e040000e002000030110000,8BitDo Zero 2,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:Linux,
05000000c82d00003032000000010000,8BitDo Zero 2,a:b1,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b4,y:b3,platform:Linux,
03000000c01100000355000011010000,Acrux 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:Linux,
030000006f0e00008801000011010000,Afterglow Deluxe 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:Linux,
@@ -1194,7 +1225,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
05000000491900000204000021000000,Amazon Fire Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b17,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b12,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
03000000491900001904000011010000,Amazon Luna Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,misc1:b9,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b7,x:b2,y:b3,platform:Linux,
05000000710100001904000000010000,Amazon Luna Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b11,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Linux,
0300000008100000e501000001010000,Anbernic Gamepad,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:a4,start:b11,x:b3,y:b4,platform:Linux,
0300000008100000e501000001010000,Anbernic Handheld,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:a4,start:b11,x:b3,y:b4,platform:Linux,
03000000020500000913000010010000,Anbernic RG P01,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,
03000000373500000710000010010000,Anbernic RG P01,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,
05000000373500004610000001000000,Anbernic RG P01,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,
03000000790000003018000011010000,Arcade Fightstick F300,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,
03000000a30c00002700000011010000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
03000000a30c00002800000011010000,Astro City Mini,a:b2,b:b1,back:b8,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux,
@@ -1226,6 +1260,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000120c0000300e000011010000,Brook Audio Fighting Board 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,
03000000120c0000310e000011010000,Brook Audio Fighting Board 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,
03000000120c0000200e000011010000,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:Linux,
03000000120c0000210e000011010000,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:Linux,
03000000120c0000f70e000011010000,Brook Universal Fighting Board,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:Linux,
@@ -1234,6 +1270,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000000b0400003365000000010000,Competition Pro,a:b0,b:b1,back:b2,leftx:a0,lefty:a1,start:b3,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,
@@ -1246,6 +1283,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000006f0e00008101000011010000,Faceoff Deluxe 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:Linux,
030000006f0e00008001000011010000,Faceoff 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:Linux,
03005036852100000201000010010000,Final Fantasy XIV Online 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,
05000000b40400001224000001010000,Flydigi APEX 4,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b14,leftshoulder:b4,leftstick:b10,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b20,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux,
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,
@@ -1266,8 +1304,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
190000004b4800000011000000010000,GO-Super Controller,a:b1,b:b0,back:b12,dpdown:b9,dpleft:b10,dpright:b11,dpup:b8,guide:b16,leftshoulder:b4,leftstick:b14,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b15,righttrigger:b7,rightx:a2,righty:a3,start:b13,x:b2,y:b3,platform:Linux,
03000000f0250000c183000010010000,Goodbetterbest 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,
03000000d11800000094000011010000,Google Stadia 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,
05000000d11800000094000000010000,Google Stadia 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,
0300000079000000d418000000010000,GPD Win 2 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,
030000005e0400008e02000001010000,GPD Win Max 2 (6800U) 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,
030000005e0400008e02000001010000,GPD Win Max 2 6800U 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,
030000007d0400000540000000010000,Gravis Eliminator 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,
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,
@@ -1281,12 +1321,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000000d0f00008400000011010000,Hori Fighting Commander,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,
030000000d0f00005f00000011010000,Hori Fighting Commander 4 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,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00005e00000011010000,Hori Fighting Commander 4 PS4,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:Linux,
030000000d0f00005001000009040000,Hori Fighting Commander OCTA 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,
030000000d0f00005001000009040000,Hori Fighting Commander Octa 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,
030000000d0f00008500000010010000,Hori Fighting Commander 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,
030000000d0f00008600000002010000,Hori Fighting Commander Xbox 360,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,
030000000d0f00003701000013010000,Hori Fighting Stick Mini,a:b1,b:b0,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b3,y:b2,platform:Linux,
030000000d0f00008800000011010000,Hori Fighting Stick mini 4 (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,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00008700000011010000,Hori Fighting Stick mini 4 (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,rightshoulder:b5,rightstick:b11,righttrigger:a4,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
030000000d0f00008800000011010000,Hori Fighting Stick mini 4 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,rightshoulder:b5,rightstick:b11,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux,
030000000d0f00008700000011010000,Hori Fighting Stick mini 4 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,rightshoulder:b5,rightstick:b11,righttrigger:a4,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
030000000d0f00001000000011010000,Hori Fightstick 3,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:Linux,
03000000ad1b000003f5000033050000,Hori Fightstick VX,+leftx:h0.2,+lefty:h0.4,-leftx:h0.8,-lefty:h0.1,a:b0,b:b1,back:b8,guide:b10,leftshoulder:b4,lefttrigger:b6,rightshoulder:b5,righttrigger:b7,start:b9,x:b2,y:b3,platform:Linux,
030000000d0f00004d00000011010000,Hori Gem Pad 3,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,
@@ -1303,9 +1343,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000000d0f00008501000015010000,Hori Switch Split Pad Pro,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,
030000000d0f00006e00000011010000,Horipad 4 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,
030000000d0f00006600000011010000,Horipad 4 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,
030000000d0f0000ee00000011010000,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:Linux,
030000000d0f0000ee00000011010000,Horipad Mini 4,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b13,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,
030000000d0f0000c100000011010000,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:Linux,
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,
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,
@@ -1326,6 +1368,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000632500007505000011010000,Ipega PG 9099,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,
0500000049190000030400001b010000,Ipega PG9099,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,
05000000491900000204000000000000,Ipega PG9118,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,
03000000300f00001101000010010000,Jess Tech Colour Rumble Pad,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,
03000000300f00001001000010010000,Jess Tech Dual Analog Rumble,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,
03000000300f00000b01000010010000,Jess Tech GGE909 PC Recoil,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:a2,start:b9,x:b3,y:b0,platform:Linux,
03000000ba2200002010000001010000,Jess Technology Controller,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:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux,
@@ -1355,6 +1398,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000380700005082000011010000,Mad Catz Fightpad Pro 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,
03000000ad1b00002ef0000090040000,Mad Catz Fightpad SFxT,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux,
03000000380700008031000011010000,Mad Catz FightStick Alpha 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,
03000000380700008081000011010000,Mad Catz FightStick Alpha 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:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008034000011010000,Mad Catz Fightstick 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,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux,
03000000380700008084000011010000,Mad Catz 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:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
03000000380700008433000011010000,Mad Catz Fightstick TE S 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,
@@ -1364,7 +1409,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000380700001647000010040000,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,
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,
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,
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,
@@ -1401,7 +1446,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
050000005e040000050b000003090000,Microsoft Xbox One Elite 2,a:b0,b:b1,back:b17,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
050000005e0400008e02000030110000,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:b11,paddle2:b13,paddle3:b12,paddle4:b14,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000005e040000120b00000b050000,Microsoft 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,
060000005e040000120b000001050000,Microsoft Xbox Series X Controller,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,platform:Linux,
060000005e040000120b000001050000,Microsoft 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,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000030000000300000002000000,Miroof,a:b1,b:b0,back:b6,leftshoulder:b4,leftx:a0,lefty:a1,rightshoulder:b5,start:b7,x:b3,y:b2,platform:Linux,
03000000790000001c18000010010000,Mobapad Chitu HD,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,
050000004d4f435554452d3035335800,Mocute 053X,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,
@@ -1415,10 +1460,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
05000000c62400001a89000000010000,MOGA XP5X 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:Linux,
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,
030000006f0e00001311000011010000,N64 Controller,+rightx:b10,+righty:b3,-rightx:b0,-righty:b11,a:b2,b:b1,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,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,
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,
@@ -1447,8 +1494,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
050000007e0500001720000001000000,NSO SNES Controller,a:b0,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b5,lefttrigger:b7,rightshoulder:b6,righttrigger:b8,start:b10,x:b3,y:b2,platform:Linux,
050000007e0500001720000001800000,NSO SNES Controller,a:b1,b:b0,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:b3,y:b2,platform:Linux,
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 v01.04,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,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Linux,
05000000550900001472000001000000,NVIDIA Controller v01.04,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,rightshoulder:b5,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,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,
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,
@@ -1469,17 +1516,15 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000006f0e00000901000011010000,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:Linux,
030000006f0e00002f01000011010000,PDP Wired 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,
03000000ad1b000004f9000000010000,PDP Xbox 360 Versus Fighting,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,rightshoulder:b5,righttrigger:a5,start:b7,x:b2,y:b3,platform:Linux,
030000006f0e0000f102000000000000,PDP Xbox Atomic,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,
030000006f0e0000a802000023020000,PDP Xbox One Controller,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,
030000006f0e0000a702000023020000,PDP Xbox One Raven Black,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,
030000006f0e0000d802000006640000,PDP 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,
030000006f0e0000ef02000007640000,PDP Xbox Series Kinetic Wired 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,
03000000666600006706000000010000,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,
030000004c050000da0c000011010000,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,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,
030000004c0500003713000011010000,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,
03000000c62400000053000000010000,PowerA,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,
03000000c62400003a54000001010000,PowerA 1428124-01,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,
03000000d620000011a7000011010000,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:Linux,
03000000d62000000540000001010000,PowerA Advantage 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,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000d620000011a7000011010000,PowerA Core 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,
03000000dd62000015a7000011010000,PowerA Fusion Nintendo Switch Arcade Stick,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:Linux,
03000000d620000012a7000011010000,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:Linux,
03000000d62000000140000001010000,PowerA Fusion Pro 2 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,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,
@@ -1494,8 +1539,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
03000000c62400001a54000001010000,PowerA Xbox One Mini 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,
03000000d62000000240000001010000,PowerA Xbox One Spectra Infinity,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,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,
03000000d62000000520000050010000,PowerA 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,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000d62000000b20000001010000,PowerA 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,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,
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,
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,
@@ -1513,6 +1560,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
060000004c0500006802000000010000,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,
030000004c050000a00b000011010000,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:Linux,
030000004c050000a00b000011810000,PS4 Controller,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:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000c405000000810000,PS4 Controller,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:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000c405000011010000,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:Linux,
030000004c050000c405000011810000,PS4 Controller,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:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000cc09000000010000,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:Linux,
@@ -1529,16 +1577,20 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000004c050000e60c000011010000,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,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
030000004c050000e60c000011810000,PS5 Controller,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:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
030000004c050000f20d000011010000,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,misc1:b14,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
030000004c050000f20d000011810000,PS5 Controller,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:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c050000e60c000000010000,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,
050000004c050000e60c000000810000,PS5 Controller,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:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
050000004c050000f20d000000010000,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,
050000004c050000f20d000000810000,PS5 Controller,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:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b12,righttrigger:a5,rightx:a3,righty:a4,start:b9,x:b3,y:b2,platform:Linux,
03000000300f00001211000011010000,Qanba Arcade Joystick,a:b2,b:b0,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b5,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b6,start:b9,x:b1,y:b3,platform:Linux,
03000000222c00000225000011010000,Qanba Dragon Arcade Joystick (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,
03000000222c00000025000011010000,Qanba Dragon 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,
03000000222c00000225000011010000,Qanba Dragon Arcade Joystick 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,
03000000222c00000025000011010000,Qanba Dragon 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,
03000000222c00001220000011010000,Qanba Drone 2 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:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux,
03000000222c00001020000011010000,Qanba Drone 2 Arcade Joystick PS5,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,
03000000222c00000020000011010000,Qanba Drone Arcade PS4 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,rightshoulder:b5,righttrigger:a4,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux,
03000000300f00001210000010010000,Qanba Joystick Plus,a:b0,b:b1,back:b8,leftshoulder:b5,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b4,righttrigger:b6,start:b9,x:b2,y:b3,platform:Linux,
03000000222c00000223000011010000,Qanba Obsidian Arcade Joystick (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,
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,
03000000222c00000223000011010000,Qanba Obsidian Arcade Joystick 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,
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,
@@ -1562,6 +1614,9 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
050000003215000000090000163a0000,Razer Serval,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,
0300000032150000030a000001010000,Razer Wildcat,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,
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,
@@ -1576,10 +1631,12 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
030000006f0e00001e01000011010000,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:Linux,
03000000c6240000fefa000000010000,Rock Candy 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,
030000006f0e00004601000001010000,Rock Candy Xbox One 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,
03000000a306000023f6000011010000,Saitek Cyborg V1 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:a4,start:b9,x:b0,y:b3,platform:Linux,
030000006f0e00001311000011010000,Saffun Controller,a:b2,b:b3,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:b1,y:b0,platform:Linux,
03000000a306000023f6000011010000,Saitek Cyborg 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:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000a30600001005000000010000,Saitek P150,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b7,lefttrigger:b6,rightshoulder:b2,righttrigger:b5,x:b3,y:b4,platform:Linux,
03000000a30600000701000000010000,Saitek P220,a:b2,b:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,x:b0,y:b1,platform:Linux,
03000000a30600000cff000010010000,Saitek P2500 Force Rumble,a:b2,b:b3,back:b11,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:b10,x:b0,y:b1,platform:Linux,
03000000a30600000d5f000010010000,Saitek P2600,a:b1,b:b2,back:b9,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:a3,righty:a2,start:b8,x:b0,y:b3,platform:Linux,
03000000a30600000c04000011010000,Saitek P2900,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b12,x:b0,y:b3,platform:Linux,
03000000a306000018f5000010010000,Saitek P3200 Rumble,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a3,righty:a4,start:b9,x:b0,y:b3,platform:Linux,
03000000300f00001201000010010000,Saitek P380,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,
@@ -1595,20 +1652,22 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
030000001f08000001e4000010010000,SFC 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,
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,
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,
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,
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,
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,
03000000d11800000094000011010000,Stadia 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,
05000000d11800000094000000010000,Stadia 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,
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,
@@ -1629,6 +1688,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
05000000110100001914000009010000,SteelSeries Stratus XL,a:b0,b:b1,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,
03000000ad1b000038f0000090040000,Street Fighter IV Fightstick TE,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
030000003b07000004a1000000010000,Suncom SFX Plus,a:b0,b:b2,back:b7,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Linux,
030000001f08000001e4000010010000,Super Famicom 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,
03000000666600000488000000010000,Super Joy Box 5 Pro,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:Linux,
0300000000f00000f100000000010000,Super RetroPort,a:b1,b:b5,back:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b3,x:b0,y:b4,platform:Linux,
030000008f0e00000d31000010010000,SZMY Power 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:Linux,
@@ -1638,7 +1698,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
03000000790000001c18000011010000,TGZ 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: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,
030000004f04000015b3000001010000,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:Linux,
@@ -1684,12 +1744,14 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
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,
0000000058626f782047616d65706100,Xbox 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:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a4,rightx:a2,righty:a3,start:b7,x:b2,y:b3,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,
@@ -1701,8 +1763,10 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
050000005e040000220b000013050000,Xbox One Elite 2 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,
050000005e040000050b000002090000,Xbox One Elite Series 2,a:b0,b:b1,back:b136,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a6,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a5,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
030000005e040000ea02000011050000,Xbox One S 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,
030000005e040000ea02000015050000,Xbox One S 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,
060000005e040000ea0200000b050000,Xbox One S 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,
060000005e040000ea0200000d050000,Xbox One S 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,
060000005e040000ea02000016050000,Xbox One S 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,
030000005e040000120b000001050000,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,
030000005e040000120b000005050000,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,
030000005e040000120b000007050000,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,
@@ -1746,6 +1810,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
33313433353539306634656436353432,8BitDo Dogbone,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
38426974446f20446f67626f6e65204d,8BitDo Dogbone,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,start:b6,platform:Android,
34343439373236623466343934376233,8BitDo FC30 Pro,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b28,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b4,rightstick:b29,righttrigger:b7,start:b5,x:b30,y:b2,platform:Android,
38426974446f204e4743204d6f646b69,8BitDo GameCube,a:b0,b:b2,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b9,leftstick:b7,lefttrigger:a4,leftx:a0,lefty:a1,paddle1:b18,paddle2:b17,rightshoulder:b15,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b1,y:b3,platform:Android,
38426974446f2038426974446f204c69,8BitDo Lite,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android,
30643332373663313263316637356631,8BitDo Lite 2,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android,
38426974446f204c6974652032000000,8BitDo Lite 2,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a3,start:b6,x:b3,y:b2,platform:Android,
@@ -1819,7 +1884,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
63396666386564393334393236386630,8BitDo Zero 2,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android,
63633435623263373466343461646430,8BitDo Zero 2,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftx:a0,lefty:a1,rightshoulder:b10,start:b6,x:b2,y:b3,platform:Android,
32333634613735616163326165323731,Amazon 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,x:b2,y:b3,platform:Android,
4c696e757820342e31392e3137322077,Anbernic Gamepad,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a4,start:b6,x:b2,y:b3,platform:Android,
4c696e757820342e31392e3137322077,Anbernic Handheld,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b9,leftstick:b7,lefttrigger:b17,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:b18,rightx:a2,righty:a4,start:b6,x:b2,y:b3,platform:Android,
417374726f2063697479206d696e6920,Astro City Mini,a:b23,b:b22,back:b29,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b25,righttrigger:b26,start:b30,x:b24,y:b21,platform:Android,
35643263313264386134376362363435,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,start:b6,platform:Android,
32353831643566306563643065356239,Atari VCS Modern 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,
@@ -1833,6 +1898,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
05000000bc20000000550000ffff3f00,GameSir G3w,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
34323662653333636330306631326233,Google Nexus,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,
35383633353935396534393230616564,Google Stadia 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,
476f6f676c65204c4c43205374616469,Google Stadia 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,
5374616469614e3848532d6532633400,Google Stadia Controller,a:b0,b:b1,back:b15,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,
05000000d6020000e5890000dfff3f00,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a4,rightx:a2,righty:a5,start:b6,x:b2,y:b3,platform:Android,
05000000d6020000e5890000dfff3f80,GPD XD Plus,a:b0,b:b1,back:b4,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,leftstick:b7,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b10,rightstick:b8,righttrigger:a3,rightx:a4,righty:a5,start:b6,x:b2,y:b3,platform:Android,
66633030656131663837396562323935,Hori Battle,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,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,
@@ -1906,14 +1973,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
39383335313438623439373538343266,OUYA Controller,a:b0,b:b2,dpdown:b18,dpleft:b15,dpright:b16,dpup:b17,leftshoulder:b3,leftstick:b9,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b20,rightstick:b10,righttrigger:b7,rightx:a3,righty:a4,x:b1,y:b19,platform:Android,
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,
62653335326261303663356263626339,PlayStation Classic Controller,a:b19,b:b1,back:b17,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b3,rightshoulder:b10,righttrigger:b20,start:b18,x:b2,y:b0,platform:Android,
536f6e7920496e746572616374697665,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,misc1:b8,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
576972656c65737320436f6e74726f6c,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,
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,
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:a14,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,
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,
66366539656564653432353139356536,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,
66383132326164626636313737373037,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,
050000004c050000c405000000783f00,PS4 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,
@@ -1936,7 +2000,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
65366465656364636137653363376531,PS4 Controller,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,
66613532303965383534396638613230,PS4 Controller,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:a5,start:b18,x:b0,y:b2,platform:Android,
050000004c050000e60c0000fffe3f00,PS5 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a4,rightx:a2,righty:a5,start:b16,x:b0,y:b2,platform:Android,
050000004c050000e60c0000fffe3f80,PS5 Controller,a:b1,b:b17,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a3,rightx:a4,righty:a5,start:b16,x:b0,y:b2,platform:Android,
050000004c050000e60c0000fffe3f80,PS5 Controller,a:b0,b:b1,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b5,leftshoulder:b3,leftstick:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b6,righttrigger:a3,rightx:a4,righty:a5,start:b16,x:b2,y:b17,platform:Android,
050000004c050000e60c0000ffff3f00,PS5 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,
32346465346533616263386539323932,PS5 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,
32633532643734376632656664383733,PS5 Controller,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:a5,start:b18,x:b0,y:b2,platform:Android,
@@ -1977,10 +2041,11 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
38376662666661636265313264613039,SNES,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android,
5346432f555342205061640000000000,SNES Adapter,a:b0,b:b1,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b3,rightshoulder:b20,start:b10,x:b19,y:b2,platform:Android,
5553422047616d657061642000000000,SNES Controller,a:b1,b:b0,back:b15,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b9,rightshoulder:b10,start:b6,x:b3,y:b2,platform:Android,
62653335326261303663356263626339,Sony PlayStation Classic Controller,a:b19,b:b1,back:b17,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b9,lefttrigger:b3,rightshoulder:b10,righttrigger:b20,start:b18,x:b2,y:b0,platform:Android,
536f6e7920496e746572616374697665,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,misc1:b8,rightshoulder:b10,rightstick:b8,righttrigger:a5,rightx:a2,righty:a3,start:b6,x:b2,y:b3,platform:Android,
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,
476f6f676c65204c4c43205374616469,Stadia 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,
5374616469614e3848532d6532633400,Stadia Controller,a:b0,b:b1,back:b15,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,
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,
@@ -1990,7 +2055,7 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
62363434353532386238336663643836,TGZ 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,
37323236633763666465316365313236,THEC64 Joystick,a:b21,b:b22,back:b27,leftshoulder:b25,leftx:a0,lefty:a1,rightshoulder:b26,start:b27,x:b23,y:b24,platform:Android,
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,
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,
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,
@@ -2037,6 +2102,8 @@ xinput,XInput Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,
05000000ac05000001000000ff076d01,*,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,
05000000ac0500000200000000006d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS,
05000000ac050000020000004f066d02,*,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b6,leftshoulder:b4,rightshoulder:b5,x:b2,y:b3,platform:iOS,
05000000ac05000004000000a8986d04,8BitDo Micro gamepad,a:b1,b:b0,back:b4,dpdown:b7,dpleft:b8,dpright:b9,dpup:b10,guide:b2,leftshoulder:b11,lefttrigger:b12,rightshoulder:b13,righttrigger:b14,start:b3,x:b6,y:b5,platform:iOS,
05000000ac050000040000003b8a6d04,8BitDo SN30 Pro+,a:b1,b:b0,back:b4,dpdown:b7,dpleft:b8,dpright:b9,dpup:b10,guide:b2,leftshoulder:b11,leftstick:b12,lefttrigger:b13,leftx:a0,lefty:a1~,rightshoulder:b14,rightstick:b15,righttrigger:b16,rightx:a2,righty:a3~,start:b3,x:b6,y:b5,platform:iOS,
050000008a35000003010000ff070000,Backbone One,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:b10,x:b2,y:b3,platform:iOS,
050000008a35000004010000ff070000,Backbone One,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:b10,x:b2,y:b3,platform:iOS,
4d466947616d65706164010000000000,MFi Extended Gamepad,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:a5,rightx:a3,righty:a4,start:b6,x:b2,y:b3,platform:iOS,

View File

@@ -1,5 +1,7 @@
## GAME
game.item_size 20 # Tamaño de los items del juego
game.coffee_machine_w 28 # Ancho de la máquina de café
game.coffee_machine_h 37 # Alto de la máquina de café
game.width 320 # Ancho de la resolucion nativa del juego
game.height 240 # Alto de la resolucion nativa del juego
game.play_area.rect.x 0 # Rectangulo con la posición de la zona de juego
@@ -14,7 +16,7 @@ fade.num_squares_height 120
fade.random_squares_delay 1
fade.random_squares_mult 500
fade.post_duration 80
fade.venetian_size 16
fade.venetian_size 12
## SCOREBOARD
scoreboard.x 0

View File

@@ -1,5 +1,7 @@
## GAME
game.item_size 20 # Tamaño de los items del juego
game.coffee_machine_w 28 # Ancho de la máquina de café
game.coffee_machine_h 37 # Alto de la máquina de café
game.width 320 # Ancho de la resolucion nativa del juego
game.height 256 # Alto de la resolucion nativa del juego
game.play_area.rect.x 0 # Rectangulo con la posición de la zona de juego
@@ -14,7 +16,7 @@ fade.num_squares_height 128
fade.random_squares_delay 1
fade.random_squares_mult 500
fade.post_duration 80
fade.venetian_size 16
fade.venetian_size 12
## SCOREBOARD
scoreboard.x 0

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@@ -1,194 +1,194 @@
# box width
10
28
# box height
10
28
# 32 espacio ( )
5
16
# 33 !
4
# 34 "
5
# 35 #
7
# 36 $
7
# 37 %
8
# 38 &
8
# 39 '
3
# 40 (
5
# 41 )
5
# 42 *
7
# 43 +
7
# 44 ,
4
# 45 -
6
# 46 .
4
# 47 /
5
# 48 0
7
# 49 1
5
# 50 2
7
# 51 3
7
# 52 4
7
# 53 5
7
# 54 6
7
# 55 7
7
# 56 8
7
# 57 9
7
# 58 :
4
# 59 ;
4
# 60 <
6
# 61 =
6
# 62 >
6
# 63 ?
7
# 64 @
8
# 65 A
7
# 66 B
7
# 67 C
7
# 68 D
7
# 69 E
7
# 70 F
7
# 71 G
7
# 72 H
7
# 73 I
4
# 74 J
6
# 75 K
8
# 76 L
6
# 77 M
9
# 78 N
8
# 79 O
8
# 80 P
7
# 81 Q
8
# 82 R
7
# 83 S
6
# 84 T
8
# 85 U
7
# 86 V
8
# 87 W
9
# 88 X
8
# 89 Y
8
# 90 Z
7
# 91 [
4
# 92 \
5
# 93 ]
4
# 94 ^
5
# 95 _
8
# 96 `
4
# 97 a
7
# 98 b
7
# 99 c
6
# 100 d
7
# 101 e
7
# 102 f
5
# 103 g
7
# 104 h
7
# 105 i
4
# 106 j
5
# 107 k
7
# 108 l
4
# 109 m
10
# 34 "
16
# 35
20
# 36 $
20
# 37 %
18
# 38 &
22
# 39 '
10
# 40 (
14
# 41 )
14
# 42 *
14
# 43 +
18
# 44 ,
10
# 45 -
18
# 46 .
10
# 47 /
24
# 48 0
16
# 49 1
12
# 50 2
16
# 51 3
16
# 52 4
16
# 53 5
16
# 54 6
16
# 55 7
16
# 56 8
16
# 57 9
16
# 58 :
10
# 59 ;
10
# 60 <
16
# 61 =
16
# 62 >
16
# 63 ?
16
# 64 @
22
# 65 A
16
# 66 B
16
# 67 C
16
# 68 D
16
# 69 E
16
# 70 F
16
# 71 G
16
# 72 H
16
# 73 I
10
# 74 J
16
# 75 K
16
# 76 L
16
# 77 M
22
# 78 N
16
# 79 O
16
# 80 P
16
# 81 Q
16
# 82 R
16
# 83 S
16
# 84 T
18
# 85 U
16
# 86 V
16
# 87 W
22
# 88 X
16
# 89 Y
16
# 90 Z
16
# 91 [
14
# 92 \
22
# 93 ]
14
# 94 ^
12
# 95 _
14
# 96 `
12
# 97 a
16
# 98 b
16
# 99 c
16
# 100 d
16
# 101 e
16
# 102 f
16
# 103 g
16
# 104 h
16
# 105 i
10
# 106 j
16
# 107 k
16
# 108 l
16
# 109 m
22
# 110 n
7
16
# 111 o
7
16
# 112 p
7
16
# 113 q
7
16
# 114 r
6
16
# 115 s
6
16
# 116 t
5
18
# 117 u
7
16
# 118 v
7
16
# 119 w
9
22
# 120 x
7
16
# 121 y
7
16
# 122 z
7
# 123 { -> ñ
7
# 124 | -> ç
7
16
# 123 {
2
# 124 |
2
# 125 }
0
2
# 126 ~
0
2

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@@ -1,9 +1,9 @@
frame_width=46
frame_height=46
frame_width=49
frame_height=49
[animation]
name=powerball
speed=10
loop=-1
frames=0
frames=1
[/animation]

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@@ -0,0 +1,9 @@
frame_width=20
frame_height=20
[animation]
name=default
speed=10
loop=0
frames=0,1
[/animation]

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@@ -72,12 +72,19 @@ frames=27
[/animation]
[animation]
name=death
name=dying
speed=10
loop=0
frames=32,33,34,35
[/animation]
[animation]
name=dead
speed=3
loop=0
frames=44,45,46,47,48,49,50
[/animation]
[animation]
name=celebration
speed=10

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16
data/gfx/tabe/tabe.ani Normal file
View File

@@ -0,0 +1,16 @@
frame_width=32
frame_height=32
[animation]
name=fly
speed=2
loop=0
frames=0,1
[/animation]
[animation]
name=hit
speed=2
loop=0
frames=2,3
[/animation]

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@@ -32,7 +32,7 @@ IDIOMA
[ CANCELAR ]
## 11 - INSTRUCCIONES
OBJECTIU
Objectiu
## 12 - INSTRUCCIONES
HAS D'EXPLOTAR
@@ -47,7 +47,7 @@ LA DIFICULTAT AUGMENTA
A MESURA QUE VAS PUNTUANT
## 16 - INSTRUCCIONES
OBJECTES
Objectes
## 17 - INSTRUCCIONES
1.000 PUNTS
@@ -101,10 +101,10 @@ Espera un moment...
Si resulta que no tinc solt!
## 34 - INTRO
MERDA DE MAQUINA!
VAJA BIRRIA DE MAQUINA !!!
## 35 - INTRO
Blop... blop... blop...
blop... blop... blop...
## 36 - TEXTOS DEL JUEGO
Temps detes:
@@ -158,19 +158,19 @@ Felicitats!!
2 JUGADORS
## 53 MARCADOR
jugador 1
Jugador 1
## 54 MARCADOR
jugador 2
Jugador 2
## 55 MARCADOR
mult
Multiplicador
## 56 MARCADOR
max. puntuacio
Max. puntuacio
## 57 MARCADOR
fase
Fase
## 58 - MENU DE OPCIONES
MODE DE VISUALITZACIO
@@ -360,3 +360,48 @@ Temps!
## 120 - SCOREBOARD
Puntuacio
## 121 - CREDITS
PROGRAMAT I DISSENYAT PER
## 122 - CREDITS
GRAFICS DIBUIXATS PER
## 123 - CREDITS
MUSICA COMPOSADA PER
## 124 - CREDITS
EFECTES DE SO
## 125 - NOTIFICACIONES
Torna a polsar per reiniciar
## 126 - NOTIFICACIONES
Torna a polsar per canviar el idioma a
## 127 - NOTIFICACIONES
Idioma canviat a
## 128 - VARIOS
activat
## 129 - VARIOS
desactivat
## 130 - VARIOS
Dispar automatic
## 131 - VARIOS
Zoom de finestra
## 132 - VARIOS
Mode finestra
## 133 - VARIOS
Mode pantalla completa
## 134 - VARIOS
Mode d'escalat sencer
## 135 - VARIOS
Filtre

View File

@@ -158,19 +158,19 @@ Congratulations!!
2 PLAYERS
## 53 - MARCADOR
player 1
Player 1
## 54 - MARCADOR
player 2
Player 2
## 55 - MARCADOR
mult
Multiplier
## 56 - MARCADOR
high score
High Score
## 57 - MARCADOR
stage
Stage
## 58 - MENU DE OPCIONES
DISPLAY MODE
@@ -360,3 +360,48 @@ Stop!
## 120 - SCOREBOARD
Score
## 121 - CREDITS
PROGRAMMED AND DESIGNED BY
## 122 - CREDITS
PIXELART DRAWN BY
## 123 - CREDITS
MUSIC COMPOSED BY
## 124 - CREDITS
SOUND EFFECTS
## 125 - NOTIFICACIONES
Press again to reset
## 126 - NOTIFICACIONES
Press again to change languaje to
## 127 - NOTIFICACIONES
Language set to
## 128 - VARIOS
on
## 129 - VARIOS
off
## 130 - VARIOS
Autofire
## 131 - VARIOS
Window zoom
## 132 - VARIOS
Window mode
## 133 - VARIOS
Fullscreen mode
## 134 - VARIOS
Integer scale
## 135 - VARIOS
Filter

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@@ -158,19 +158,19 @@ Felicidades!!
2 JUGADORES
## 53 - MARCADOR
jugador 1
Jugador 1
## 54 - MARCADOR
jugador 2
Jugador 2
## 55 - MARCADOR
mult
Multiplicador
## 56 - MARCADOR
max. puntuacion
Max. puntuacion
## 57 - MARCADOR
FASE
Fase
## 58 - MENU DE OPCIONES
MODO DE VISUALIZACION
@@ -360,3 +360,48 @@ Tiempo!
## 120 - SCOREBOARD
Puntuacion
## 121 - CREDITS
PROGRAMADO Y DISE{ADO POR
## 122 - CREDITS
GRAFICOS DIBUJADOS POR
## 123 - CREDITS
MUSICA COMPUESTA POR
## 124 - CREDITS
EFECTOS DE SONIDO
## 125 - NOTIFICACIONES
Vuelve a pulsar para reiniciar
## 126 - NOTIFICACIONES
Vuelve a pulsar para cambiar el idioma a
## 127 - NOTIFICACIONES
Idioma cambiado a
## 128 - VARIOS
activado
## 129 - VARIOS
desactivado
## 130 - VARIOS
Disparo automático
## 131 - VARIOS
Zoom de ventana
## 132 - VARIOS
Modo ventana
## 133 - VARIOS
Modo pantalla completa
## 134 - VARIOS
Modo de escalado entero
## 135 - VARIOS
Filtro

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@@ -0,0 +1,234 @@
/*
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

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@@ -97,7 +97,6 @@ void main()
#if defined(CURVATURE)
screenScale = vec2(1.0, 1.0); //TextureSize / InputSize;
#endif
//filterWidth = (768.0 / 240.0) / 3.0;
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;

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@@ -29,6 +29,7 @@ done
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

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@@ -0,0 +1,2 @@
// coffee.rc
IDI_ICON1 ICON "icon.ico"

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@@ -46,7 +46,7 @@ public:
: MovingSprite(texture) {}
// Destructor
virtual ~AnimatedSprite() = default;
virtual ~AnimatedSprite() override = default;
// Actualiza las variables del objeto
void update() override;

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@@ -1,7 +1,7 @@
#pragma once
#include <string> // para string, basic_string
#include <vector> // para vector
#include <string> // Para string, basic_string
#include <vector> // Para vector
#include "utils.h"
enum class AssetType : int
@@ -56,13 +56,13 @@ private:
~Asset() = default;
public:
// [SINGLETON] Crearemos el objeto screen con esta función estática
// [SINGLETON] Crearemos el objeto con esta función estática
static void init(const std::string &executable_path);
// [SINGLETON] Destruiremos el objeto screen con esta función estática
// [SINGLETON] Destruiremos el objeto con esta función estática
static void destroy();
// [SINGLETON] Con este método obtenemos el objeto screen y podemos trabajar con él
// [SINGLETON] Con este método obtenemos el objeto y podemos trabajar con él
static Asset *get();
// Añade un elemento a la lista

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@@ -2,6 +2,7 @@
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <algorithm> // Para clamp, max
#include <cmath>
#include "moving_sprite.h" // Para MovingSprite
#include "param.h" // Para Param, ParamBackground, param
#include "resource.h" // Para Resource
@@ -18,16 +19,22 @@ Background::Background()
bottom_clouds_texture_(Resource::get()->getTexture("game_clouds2.png")),
grass_texture_(Resource::get()->getTexture("game_grass.png")),
gradients_texture_(Resource::get()->getTexture("game_sky_colors.png")),
sun_texture_(Resource::get()->getTexture("game_sun.png")),
moon_texture_(Resource::get()->getTexture("game_moon.png")),
rect_({0, 0, gradients_texture_->getWidth() / 2, gradients_texture_->getHeight() / 2}),
src_rect_({0, 0, 320, 240}),
dst_rect_({0, 0, 320, 240}),
base_(rect_.h),
color_(Color(param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b)),
attenuate_color_(Color(param.background.attenuate_color.r, param.background.attenuate_color.g, param.background.attenuate_color.b)),
alpha_color_text_(param.background.attenuate_alpha),
alpha_color_text_temp_(param.background.attenuate_alpha)
{
// Precalcula rutas
createSunPath();
createMoonPath();
// Inicializa variables
{
gradient_rect_[0] = {0, 0, rect_.w, rect_.h};
@@ -55,9 +62,11 @@ Background::Background()
bottom_clouds_sprite_a_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_Rect){0, bottom_clouds_y, rect_.w, bottom_clouds_texture_->getHeight()});
bottom_clouds_sprite_b_ = std::make_unique<MovingSprite>(bottom_clouds_texture_, (SDL_Rect){rect_.w, bottom_clouds_y, rect_.w, bottom_clouds_texture_->getHeight()});
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_, 0, 0, buildings_texture_->getWidth(), buildings_texture_->getHeight());
buildings_sprite_ = std::make_unique<Sprite>(buildings_texture_);
gradient_sprite_ = std::make_unique<Sprite>(gradients_texture_, 0, 0, rect_.w, rect_.h);
grass_sprite_ = std::make_unique<Sprite>(grass_texture_, 0, 0, grass_texture_->getWidth(), grass_texture_->getHeight() / 2);
sun_sprite_ = std::make_unique<Sprite>(sun_texture_);
moon_sprite_ = std::make_unique<Sprite>(moon_texture_);
}
// Inicializa objetos
@@ -79,6 +88,8 @@ Background::Background()
buildings_sprite_->setY(base_ - buildings_sprite_->getHeight());
grass_sprite_->setY(base_ - grass_sprite_->getHeight());
sun_sprite_->setPosition(sun_path_.front());
moon_sprite_->setPosition(moon_path_.front());
}
// Crea la textura para componer el fondo
@@ -88,7 +99,7 @@ Background::Background()
// Crea la textura para atenuar el fondo
color_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect_.w, rect_.h);
SDL_SetTextureBlendMode(color_texture_, SDL_BLENDMODE_BLEND);
setColor(color_);
setColor(attenuate_color_);
SDL_SetTextureAlphaMod(color_texture_, alpha_color_text_);
}
@@ -103,7 +114,7 @@ Background::~Background()
void Background::update()
{
// Actualiza el valor de alpha_
updateAlphaColorText();
updateAlphaColorTexture();
// Actualiza las nubes
updateClouds();
@@ -114,6 +125,10 @@ void Background::update()
// Calcula el valor de alpha_
alpha_ = std::max((255 - (int)(255 * transition_)), 0);
// Mueve el sol
sun_sprite_->setPosition(sun_path_.at(sun_index_));
moon_sprite_->setPosition(moon_path_.at(moon_index_));
// Incrementa el contador
++counter_;
@@ -181,6 +196,10 @@ void Background::fillCanvas()
// Dibuja el gradiente de fondo
renderGradient();
// Dibuja los astros
sun_sprite_->render();
moon_sprite_->render();
// Dibuja las nubes de arriba
renderTopClouds();
@@ -207,16 +226,6 @@ void Background::render()
SDL_RenderCopy(renderer_, color_texture_, &src_rect_, &dst_rect_);
}
// Vuelve a cargar las texturas
void Background::reloadTextures()
{
buildings_texture_->reLoad();
top_clouds_texture_->reLoad();
bottom_clouds_texture_->reLoad();
grass_texture_->reLoad();
gradients_texture_->reLoad();
}
// Ajusta el valor de la variable
void Background::setCloudsSpeed(float value)
{
@@ -250,13 +259,13 @@ void Background::setPos(SDL_Rect pos)
// Establece el color_ de atenuación
void Background::setColor(Color color)
{
color_ = color;
attenuate_color_ = color;
// Colorea la textura
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, color_texture_);
SDL_SetRenderDrawColor(renderer_, color_.r, color_.g, color_.b, 255);
SDL_SetRenderDrawColor(renderer_, attenuate_color_.r, attenuate_color_.g, attenuate_color_.b, 255);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, temp);
@@ -274,7 +283,7 @@ void Background::setAlpha(int alpha)
}
// Actualiza el valor de alpha_
void Background::updateAlphaColorText()
void Background::updateAlphaColorTexture()
{
if (alpha_color_text_ == alpha_color_text_temp_)
{
@@ -323,3 +332,57 @@ void Background::updateClouds()
bottom_clouds_sprite_b_->setPosX(bottom_clouds_sprite_b_->getWidth());
}
}
// Precalcula el vector con el recorrido del sol
void Background::createSunPath()
{
constexpr int CENTER_X = 170;
const int center_y = base_ - 80;
constexpr int RADIUS = 120;
// Generar puntos de la curva desde 90 a 180 grados
for (double theta = M_PI / 2; theta <= M_PI; theta += 0.01)
{
int x = CENTER_X + static_cast<int>(RADIUS * cos(theta));
int y = center_y - static_cast<int>(RADIUS * sin(theta));
sun_path_.push_back({x, y});
}
// Agregar puntos en línea recta después de la curva
constexpr int EXTRA_PIXELS = 40;
SDL_Point last_point = sun_path_.back();
for (int i = 1; i <= EXTRA_PIXELS; ++i)
{
sun_path_.push_back({last_point.x, last_point.y + i});
}
}
// Precalcula el vector con el recorrido de la luna
void Background::createMoonPath()
{
constexpr int CENTER_X = 100;
const int center_y = base_ - 50;
constexpr int RADIUS = 140;
// Generar puntos de la curva desde 0 a 90 grados
for (double theta = 0; theta <= M_PI / 2; theta += 0.01)
{
int x = CENTER_X + static_cast<int>(RADIUS * cos(theta));
int y = center_y - static_cast<int>(RADIUS * sin(theta));
moon_path_.push_back({x, y});
}
}
// Establece la posición del sol
void Background::setSunProgression(float progress)
{
progress = std::clamp(progress, 0.0f, 1.0f);
sun_index_ = static_cast<size_t>(progress * (sun_path_.size() - 1));
}
// Establece la posición de la luna
void Background::setMoonProgression(float progress)
{
progress = std::clamp(progress, 0.0f, 1.0f);
moon_index_ = static_cast<size_t>(progress * (moon_path_.size() - 1));
}

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@@ -1,12 +1,14 @@
#pragma once
#include <SDL2/SDL_rect.h> // para SDL_Rect
#include <SDL2/SDL_render.h> // para SDL_Renderer, SDL_Texture
#include <memory> // para unique_ptr, shared_ptr
#include "utils.h" // para Color
class MovingSprite;
class Sprite;
class Texture;
#include <SDL2/SDL_rect.h> // Para SDL_Rect, SDL_Point
#include <SDL2/SDL_render.h> // Para SDL_Texture, SDL_Renderer
#include <stddef.h> // Para size_t
#include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector
#include "utils.h" // Para Color
class MovingSprite; // lines 7-7
class Sprite; // lines 8-8
class Texture; // lines 9-9
/*
Esta clase es la encargada de dibujar el fondo que aparece durante la sección
@@ -51,6 +53,8 @@ private:
std::shared_ptr<Texture> bottom_clouds_texture_; // Textura con las nubes de fondo
std::shared_ptr<Texture> grass_texture_; // Textura con la hierba del suelo
std::shared_ptr<Texture> gradients_texture_; // Textura con los diferentes colores de fondo del juego
std::shared_ptr<Texture> sun_texture_; // Textura con el sol
std::shared_ptr<Texture> moon_texture_; // Textura con la luna
std::unique_ptr<MovingSprite> top_clouds_sprite_a_; // Sprite para las nubes superiores
std::unique_ptr<MovingSprite> top_clouds_sprite_b_; // Sprite para las nubes superiores
@@ -60,6 +64,8 @@ private:
std::unique_ptr<Sprite> buildings_sprite_; // Sprite con los edificios de fondo
std::unique_ptr<Sprite> gradient_sprite_; // Sprite con los graficos del degradado de color de fondo
std::unique_ptr<Sprite> grass_sprite_; // Sprite para la hierba
std::unique_ptr<Sprite> sun_sprite_; // Sprite para el sol
std::unique_ptr<Sprite> moon_sprite_; // Sprite para la luna
SDL_Texture *canvas_; // Textura para componer el fondo
SDL_Texture *color_texture_; // Textura para atenuar el fondo
@@ -77,9 +83,13 @@ private:
SDL_Rect src_rect_; // Parte del objeto fondo que se va a dibujará en pantalla
SDL_Rect dst_rect_; // Posición donde dibujar la parte del objeto fondo que se dibujará en pantalla
int base_; // Linea de fondo coincidente con el area inferior de la zona de juego
Color color_; // Color para atenuar el fondo
Color attenuate_color_; // Color para atenuar el fondo
int alpha_color_text_; // Alpha para atenuar el fondo
int alpha_color_text_temp_; // Valor temporal para hacer la transición de alpha
std::vector<SDL_Point> sun_path_; // Vector con el recorrido del sol
std::vector<SDL_Point> moon_path_; // Vector con el recorrido de la luna
size_t sun_index_ = 0; // Posición del vector del recorrido del sol
size_t moon_index_ = 0; // Posición del vector del recorrido de la luna
// Dibuja el gradiente de fondo
void renderGradient();
@@ -94,11 +104,17 @@ private:
void fillCanvas();
// Actualiza el valor de alpha
void updateAlphaColorText();
void updateAlphaColorTexture();
// Actualiza las nubes
void updateClouds();
// Precalcula el vector con el recorrido del sol
void createSunPath();
// Precalcula el vector con el recorrido de la luna
void createMoonPath();
public:
// Constructor
Background();
@@ -115,9 +131,6 @@ public:
// Establece la posición del objeto
void setPos(SDL_Rect pos);
// Vuelve a cargar las texturas
void reloadTextures();
// Ajusta el valor de la variable
void setCloudsSpeed(float value);
@@ -132,4 +145,10 @@ public:
// Establece la transparencia de la atenuación
void setAlpha(int alpha);
// Establece la posición del sol
void setSunProgression(float progress);
// Establece la posición de la luna
void setMoonProgression(float progress);
};

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@@ -5,9 +5,11 @@
#include "param.h" // Para Param, param, ParamBalloon, ParamGame
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "resource.h"
#include "jail_audio.h"
// Constructor
Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, SDL_Rect play_area, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation)
: sprite_(std::make_unique<AnimatedSprite>(texture, animation)),
x_(x),
y_(y),
@@ -19,7 +21,8 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
creation_counter_ini_(creation_timer),
type_(type),
size_(size),
speed_(speed)
speed_(speed),
play_area_(play_area)
{
switch (type_)
{
@@ -35,6 +38,7 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
power_ = BALLOON_POWER[index];
menace_ = BALLOON_MENACE[index];
score_ = BALLOON_SCORE[index];
sound_ = BALLOON_SOUND[index];
break;
}
@@ -49,14 +53,16 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
power_ = BALLOON_POWER[index];
menace_ = BALLOON_MENACE[index];
score_ = BALLOON_SCORE[index];
sound_ = BALLOON_SOUND[index];
break;
}
case BalloonType::POWERBALL:
{
const int index = 3;
h_ = w_ = BALLOON_SIZE[index];
constexpr int index = 3;
h_ = w_ = BALLOON_SIZE[4];
sound_ = BALLOON_SOUND[3];
power_ = score_ = menace_ = 0;
vy_ = 0;
@@ -64,8 +70,7 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
gravity_ = param.balloon.at(index).grav;
default_vy_ = param.balloon.at(index).vel;
sprite_->disableRotate();
sprite_->setRotateSpeed(0);
sprite_->setRotate(creation_timer <= 0);
sprite_->setRotateAmount(vx_ > 0.0f ? 2.0 : -2.0);
break;
@@ -92,40 +97,53 @@ Balloon::Balloon(float x, float y, BalloonType type, BalloonSize size, float vel
void Balloon::alignTo(int x)
{
x_ = static_cast<float>(x - (w_ / 2));
const int min_x = param.game.play_area.rect.x;
const int max_x = param.game.play_area.rect.w - w_;
const int min_x = play_area_.x;
const int max_x = play_area_.w - w_;
x_ = std::clamp(x_, static_cast<float>(min_x), static_cast<float>(max_x));
}
// Pinta el globo en la pantalla
void Balloon::render()
{
if (type_ == BalloonType::POWERBALL)
{
// Renderiza el fondo azul
{
auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
sp->setSpriteClip(0, 0, BALLOON_SIZE[4], BALLOON_SIZE[4]);
sp->render();
}
// Renderiza la estrella
if (!invulnerable_)
{
SDL_Point p = {24, 24};
sprite_->setRotatingCenter(p);
sprite_->render();
}
// Añade la máscara del borde y los reflejos
{
auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
sp->setSpriteClip(BALLOON_SIZE[4] * 2, 0, BALLOON_SIZE[4], BALLOON_SIZE[4]);
sp->render();
}
}
else
{
// Renderizado para el resto de globos
if (isBeingCreated())
{
// Aplica alpha blending
// Renderizado con transparencia
sprite_->getTexture()->setAlpha(255 - (int)((float)creation_counter_ * (255.0f / (float)creation_counter_ini_)));
sprite_->render();
sprite_->getTexture()->setAlpha(255);
}
else
{
if (bouncing_.enabled)
{
// Aplica efecto de bouncing
sprite_->setPos(x_ + bouncing_.despX, y_ + bouncing_.despY);
sprite_->render();
sprite_->setPos(x_ - bouncing_.despX, y_ - bouncing_.despY);
}
else
// Renderizado normal
sprite_->render();
}
// Añade la máscara del borde a la PowerBall
if (type_ == BalloonType::POWERBALL && !isBeingCreated())
{
auto sp = std::make_unique<Sprite>(sprite_->getTexture(), sprite_->getPosition());
sp->setSpriteClip(BALLOON_SIZE[3], 0, BALLOON_SIZE[3], BALLOON_SIZE[3]);
sp->render();
}
}
@@ -140,41 +158,56 @@ void Balloon::move()
// Colisión en las partes laterales de la zona de juego
const int clip = 2;
const float min_x = param.game.play_area.rect.x - clip;
const float max_x = param.game.play_area.rect.w - w_ + clip;
const float min_x = play_area_.x - clip;
const float max_x = play_area_.x + play_area_.w - w_ + clip;
if (x_ < min_x || x_ > max_x)
{
playSound();
x_ = std::clamp(x_, min_x, max_x);
vx_ = -vx_;
// Activa el efecto de rebote o invierte la rotación
if (type_ == BalloonType::POWERBALL)
{
sprite_->switchRotate();
}
else
{
enableBounce();
}
}
// Mueve el globo en vertical
y_ += vy_ * speed_;
// Colisión en la parte superior de la zona de juego
const int min_y = param.game.play_area.rect.y;
// Colisión en la parte superior solo si el globo va de subida
if (vy_ < 0)
{
const int min_y = play_area_.y;
if (y_ < min_y)
{
playSound();
y_ = min_y;
vy_ = -vy_;
if (type_ != BalloonType::POWERBALL)
enableBounce();
}
}
// Colisión en la parte inferior de la zona de juego
const int max_y = param.game.play_area.rect.h - h_;
const int max_y = play_area_.y + play_area_.h - h_;
if (y_ > max_y)
{
playSound();
y_ = max_y;
vy_ = -default_vy_;
if (type_ != BalloonType::POWERBALL)
{
enableBounce();
}
else
{
setInvulnerable(false);
}
}
/*
@@ -200,12 +233,6 @@ void Balloon::move()
}
}
// Deshabilita el globo
void Balloon::disable() { enabled_ = false; }
// Explosiona el globo
void Balloon::pop() { disable(); }
// Actualiza al globo a su posicion, animación y controla los contadores
void Balloon::update()
{
@@ -237,8 +264,8 @@ void Balloon::updateState()
x_ += vx_;
// Comprueba no se salga por los laterales
const int min_x = param.game.play_area.rect.x;
const int max_x = param.game.play_area.rect.w - w_;
const int min_x = play_area_.x;
const int max_x = play_area_.w - w_;
if (x_ < min_x || x_ > max_x)
{
@@ -294,16 +321,20 @@ void Balloon::setAnimation()
void Balloon::stop()
{
stopped_ = true;
if (type_ == BalloonType::POWERBALL)
sprite_->disableRotate();
if (isPowerBall())
{
sprite_->setRotate(!stopped_);
}
}
// Pone el globo en movimiento
void Balloon::start()
{
stopped_ = false;
if (type_ == BalloonType::POWERBALL)
sprite_->enableRotate();
if (isPowerBall())
{
sprite_->setRotate(!stopped_);
}
}
// Alinea el circulo de colisión con la posición del objeto globo
@@ -354,13 +385,11 @@ void Balloon::updateBounce()
zoomSprite();
const auto spriteClip = sprite_->getSpriteClip();
bouncing_.despX = spriteClip.w * (1.0f - bouncing_.zoomW);
bouncing_.despY = spriteClip.h * (1.0f - bouncing_.zoomH);
if (++bouncing_.counter / bouncing_.speed >= MAX_BOUNCE)
{
disableBounce();
}
}
}
// Pone el color alternativo en el globo
@@ -380,25 +409,11 @@ void Balloon::useNormalColor()
setAnimation();
}
// Getters
float Balloon::getPosX() const { return x_; }
float Balloon::getPosY() const { return y_; }
int Balloon::getWidth() const { return w_; }
int Balloon::getHeight() const { return h_; }
BalloonSize Balloon::getSize() const { return size_; }
BalloonType Balloon::getType() const { return type_; }
Uint16 Balloon::getScore() const { return score_; }
Circle &Balloon::getCollider() { return collider_; }
Uint8 Balloon::getMenace() const { return isEnabled() ? menace_ : 0; }
Uint8 Balloon::getPower() const { return power_; }
bool Balloon::isStopped() const { return stopped_; }
bool Balloon::isInvulnerable() const { return invulnerable_; }
bool Balloon::isBeingCreated() const { return being_created_; }
bool Balloon::isEnabled() const { return enabled_; }
bool Balloon::isUsingReversedColor() { return use_reversed_colors_; }
bool Balloon::canBePopped() const { return !isBeingCreated(); }
// Setters
void Balloon::setVelY(float vel_y) { vy_ = vel_y; }
void Balloon::setSpeed(float speed) { speed_ = speed; }
void Balloon::setInvulnerable(bool value) { invulnerable_ = value; }
// Reproduce el sonido al rebotar
void Balloon::playSound()
{
if (sound_enabled_)
{
JA_PlaySound(Resource::get()->getSound(sound_));
}
}

View File

@@ -1,12 +1,13 @@
#pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_stdinc.h> // Para Uint8, Uint16, Uint32
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include "animated_sprite.h" // Para AnimatedSprite
#include "utils.h" // Para Circle
class Texture; // lines 10-10
class Texture; // lines 9-9
// Cantidad de elementos del vector con los valores de la deformación del globo al rebotar
constexpr int MAX_BOUNCE = 10;
@@ -15,7 +16,8 @@ constexpr int MAX_BOUNCE = 10;
constexpr int BALLOON_SCORE[] = {50, 100, 200, 400};
constexpr int BALLOON_POWER[] = {1, 3, 7, 15};
constexpr int BALLOON_MENACE[] = {1, 2, 4, 8};
constexpr int BALLOON_SIZE[] = {10, 16, 26, 46};
constexpr int BALLOON_SIZE[] = {10, 16, 26, 48, 49};
const std::string BALLOON_SOUND[] = {"bubble1.wav", "bubble2.wav", "bubble3.wav", "bubble4.wav"};
// Tamaños de globo
enum class BalloonSize : Uint8
@@ -111,6 +113,9 @@ private:
float travel_y_ = 1.0f; // Distancia que ha de recorrer el globo en el eje Y antes de que se le aplique la gravedad
float speed_; // Velocidad a la que se mueven los globos
Uint8 power_; // Cantidad de poder que alberga el globo
SDL_Rect play_area_; // Zona por donde se puede mover el globo
std::string sound_; // Archivo de sonido que hace el globo al rebotar
bool sound_enabled_ = false; // Indica si ha de sonar el sonido del globo al rebotar
// Alinea el circulo de colisión con la posición del objeto globo
void shiftColliders();
@@ -136,9 +141,22 @@ private:
// Establece la animación correspondiente
void setAnimation();
// Reproduce el sonido al rebotar
void playSound();
public:
// Constructor
Balloon(float x, float y, BalloonType type, BalloonSize size, float vel_x, float speed, Uint16 creation_timer, std::shared_ptr<Texture> texture, const std::vector<std::string> &animation);
Balloon(
float x,
float y,
BalloonType type,
BalloonSize size,
float vel_x,
float speed,
Uint16 creation_timer,
SDL_Rect play_area,
std::shared_ptr<Texture> texture,
const std::vector<std::string> &animation);
// Destructor
~Balloon() = default;
@@ -152,12 +170,6 @@ public:
// Actualiza la posición y estados del globo
void move();
// Deshabilita el globo y pone a cero todos los valores
void disable();
// Explosiona el globo
void pop();
// Actualiza al globo a su posicion, animación y controla los contadores
void update();
@@ -174,25 +186,28 @@ public:
void useNormalColor();
// Getters
float getPosX() const;
float getPosY() const;
int getWidth() const;
int getHeight() const;
BalloonSize getSize() const;
BalloonType getType() const;
Uint16 getScore() const;
Circle &getCollider();
Uint8 getMenace() const;
Uint8 getPower() const;
bool isStopped() const;
bool isInvulnerable() const;
bool isBeingCreated() const;
bool isEnabled() const;
bool isUsingReversedColor();
bool canBePopped() const;
float getPosX() const { return x_; }
float getPosY() const { return y_; }
int getWidth() const { return w_; }
int getHeight() const { return h_; }
BalloonSize getSize() const { return size_; }
BalloonType getType() const { return type_; }
Uint16 getScore() const { return score_; }
Circle &getCollider() { return collider_; }
Uint8 getMenace() const { return isEnabled() ? menace_ : 0; }
Uint8 getPower() const { return power_; }
bool isStopped() const { return stopped_; }
bool isPowerBall() const { return type_ == BalloonType::POWERBALL; }
bool isInvulnerable() const { return invulnerable_; }
bool isBeingCreated() const { return being_created_; }
bool isEnabled() const { return enabled_; }
bool isUsingReversedColor() { return use_reversed_colors_; }
bool canBePopped() const { return !isBeingCreated(); }
// Setters
void setVelY(float vel_y);
void setSpeed(float speed);
void setInvulnerable(bool value);
void setVelY(float vel_y) { vy_ = vel_y; }
void setSpeed(float speed) { speed_ = speed; }
void setInvulnerable(bool value) { invulnerable_ = value; }
void setSound(bool value) { sound_enabled_ = value; }
void disable() { enabled_ = false; }
};

View File

@@ -1,17 +1,8 @@
#include "balloon_formations.h"
#include "balloon.h" // para BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "param.h" // para param
#include "utils.h" // para ParamGame, Param, Zone, BLOCK
#include "balloon.h" // Para BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include "param.h" // Para param
#include "utils.h" // Para ParamGame, Param, Zone, BLOCK
// Constructor
BalloonFormations::BalloonFormations()
{
initBalloonFormations();
initBalloonFormationPools();
initGameStages();
}
// Inicializa las formaciones enemigas
void BalloonFormations::initBalloonFormations()
{
constexpr int y4 = -BLOCK;
@@ -31,685 +22,435 @@ void BalloonFormations::initBalloonFormations()
const int x1_50 = param.game.play_area.center_x - (BALLOON_SIZE[0] / 2);
const int x1_100 = param.game.play_area.rect.w - BALLOON_SIZE[0];
// Inicializa a cero las variables
for (int j = 0; j < NUMBER_OF_BALLOON_FORMATIONS; ++j)
{
balloon_formation_[j].number_of_balloons = 0;
for (int i = 0; i < MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION; ++i)
{
balloon_formation_[j].init[i] = BalloonFormationParams();
}
}
balloon_formation_.reserve(NUMBER_OF_BALLOON_FORMATIONS);
constexpr int CREATION_TIME = 300;
int inc_x = 0;
int inc_time = 0;
int j = 0;
// #00 - Dos enemigos BALLOON4 uno a cada extremo
j = 0;
balloon_formation_[j].number_of_balloons = 2;
inc_x = x4_100;
inc_time = 0;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x4_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
balloon_formation_[j].init[i].size = BalloonSize::SIZE4;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME + (inc_time * i);
std::vector<BalloonFormationParams> init_params = {
BalloonFormationParams(x4_0, y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME),
BalloonFormationParams(x4_100, y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME)};
balloon_formation_.emplace_back(2, init_params);
}
// #01 - Dos enemigos BALLOON4 uno a cada cuarto. Ambos van hacia el centro
j = 1;
balloon_formation_[j].number_of_balloons = 2;
inc_x = param.game.play_area.center_x;
inc_time = 0;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = param.game.play_area.first_quarter_x - (BALLOON_SIZE[3] / 2) + (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE * (((i % 2) * 2) - 1);
balloon_formation_[j].init[i].size = BalloonSize::SIZE4;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME + (inc_time * i);
std::vector<BalloonFormationParams> init_params = {
BalloonFormationParams(param.game.play_area.first_quarter_x - (BALLOON_SIZE[3] / 2), y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME),
BalloonFormationParams(param.game.play_area.third_quarter_x - (BALLOON_SIZE[3] / 2), y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME)};
balloon_formation_.emplace_back(2, init_params);
}
// #02 - Cuatro enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 2;
balloon_formation_[j].number_of_balloons = 4;
inc_x = BALLOON_SIZE[1] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #02 - Cuatro enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
{
balloon_formation_[j].init[i].x = x2_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE2;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 4; ++i)
{
init_params.emplace_back(x2_0 + (i * (BALLOON_SIZE[1] + 1)), y2, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(4, init_params);
}
// #03 - Cuatro enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 3;
balloon_formation_[j].number_of_balloons = 4;
inc_x = BALLOON_SIZE[1] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #03 - Cuatro enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
{
balloon_formation_[j].init[i].x = x2_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE2;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 4; ++i)
{
init_params.emplace_back(x2_100 - (i * (BALLOON_SIZE[1] + 1)), y2, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(4, init_params);
}
// #04 - Tres enemigos BALLOON3. 0, 25, 50. Hacia la derecha
j = 4;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_SIZE[2] * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i)
{
init_params.emplace_back(x3_0 + (i * (BALLOON_SIZE[2] * 2)), y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #05 - Tres enemigos BALLOON3. 50, 75, 100. Hacia la izquierda
j = 5;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_SIZE[2] * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i)
{
init_params.emplace_back(x3_100 - (i * (BALLOON_SIZE[2] * 2)), y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #06 - Tres enemigos BALLOON3. 0, 0, 0. Hacia la derecha
j = 6;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_SIZE[2] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i)
{
init_params.emplace_back(x3_0 + (i * (BALLOON_SIZE[2] + 1)), y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #07 - Tres enemigos BALLOON3. 100, 100, 100. Hacia la izquierda
j = 7;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_SIZE[2] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i)
{
init_params.emplace_back(x3_100 - (i * (BALLOON_SIZE[2] + 1)), y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #08 - Seis enemigos BALLOON1. 0, 0, 0, 0, 0, 0. Hacia la derecha
j = 8;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_SIZE[0] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE1;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i)
{
init_params.emplace_back(x1_0 + (i * (BALLOON_SIZE[0] + 1)), y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #09 - Seis enemigos BALLOON1. 100, 100, 100, 100, 100, 100. Hacia la izquierda
j = 9;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_SIZE[0] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE1;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i)
{
init_params.emplace_back(x1_100 - (i * (BALLOON_SIZE[0] + 1)), y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda
j = 10;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_SIZE[3] + 1;
inc_time = 15;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #10 - Tres enemigos BALLOON4 seguidos desde la izquierda. Hacia la derecha
{
balloon_formation_[j].init[i].x = x4_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE4;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i)
{
init_params.emplace_back(x4_0 + (i * (BALLOON_SIZE[3] + 1)), y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME - (15 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha
j = 11;
balloon_formation_[j].number_of_balloons = 3;
inc_x = BALLOON_SIZE[3] + 1;
inc_time = 15;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #11 - Tres enemigos BALLOON4 seguidos desde la derecha. Hacia la izquierda
{
balloon_formation_[j].init[i].x = x4_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE4;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 3; ++i)
{
init_params.emplace_back(x4_100 - (i * (BALLOON_SIZE[3] + 1)), y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME - (15 * i));
}
balloon_formation_.emplace_back(3, init_params);
}
// #12 - Seis enemigos BALLOON2 uno detras del otro. A la izquierda y hacia el centro
j = 12;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_SIZE[1] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #12 - Seis enemigos BALLOON2 uno detrás del otro. A la izquierda y hacia el centro
{
balloon_formation_[j].init[i].x = x2_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE2;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i)
{
init_params.emplace_back(x2_0 + (i * (BALLOON_SIZE[1] + 1)), y2, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #13 - Seis enemigos BALLOON2 uno detras del otro. A la derecha y hacia el centro
j = 13;
balloon_formation_[j].number_of_balloons = 6;
inc_x = BALLOON_SIZE[1] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #13 - Seis enemigos BALLOON2 uno detrás del otro. A la derecha y hacia el centro
{
balloon_formation_[j].init[i].x = x2_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE2;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 6; ++i)
{
init_params.emplace_back(x2_100 - (i * (BALLOON_SIZE[1] + 1)), y2, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(6, init_params);
}
// #14 - Cinco enemigos BALLOON3. Hacia la derecha. Separados
j = 14;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_SIZE[2] * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i)
{
init_params.emplace_back(x3_0 + (i * (BALLOON_SIZE[2] * 2)), y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #15 - Cinco enemigos BALLOON3. Hacia la izquierda. Separados
j = 15;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_SIZE[2] * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i)
{
init_params.emplace_back(x3_100 - (i * (BALLOON_SIZE[2] * 2)), y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #16 - Cinco enemigos BALLOON3. Hacia la derecha. Juntos
j = 16;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_SIZE[2] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i)
{
init_params.emplace_back(x3_0 + (i * (BALLOON_SIZE[2] + 1)), y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #17 - Cinco enemigos BALLOON3. Hacia la izquierda. Juntos
j = 17;
balloon_formation_[j].number_of_balloons = 5;
inc_x = BALLOON_SIZE[2] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x3_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 5; ++i)
{
init_params.emplace_back(x3_100 - (i * (BALLOON_SIZE[2] + 1)), y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(5, init_params);
}
// #18 - Doce enemigos BALLOON1. Hacia la derecha. Juntos
j = 18;
balloon_formation_[j].number_of_balloons = 12;
inc_x = BALLOON_SIZE[0] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_0 + (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE1;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 12; ++i)
{
init_params.emplace_back(x1_0 + (i * (BALLOON_SIZE[0] + 1)), y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(12, init_params);
}
// #19 - Doce enemigos BALLOON1. Hacia la izquierda. Juntos
j = 19;
balloon_formation_[j].number_of_balloons = 12;
inc_x = BALLOON_SIZE[0] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
{
balloon_formation_[j].init[i].x = x1_100 - (i * inc_x);
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].size = BalloonSize::SIZE1;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME - (inc_time * i);
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < 12; ++i)
{
init_params.emplace_back(x1_100 - (i * (BALLOON_SIZE[0] + 1)), y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (10 * i));
}
balloon_formation_.emplace_back(12, init_params);
}
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simetricos
j = 20;
balloon_formation_[j].number_of_balloons = 4;
inc_x = BALLOON_SIZE[3] + 1;
inc_time = 0;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int half = 4 / 2;
for (int i = 0; i < 4; ++i)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x4_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
init_params.emplace_back(x4_0 + (i * (BALLOON_SIZE[3] + 1)), y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
}
else
{
balloon_formation_[j].init[i].x = x4_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
init_params.emplace_back(x4_100 - ((i - half) * (BALLOON_SIZE[3] + 1)), y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
}
balloon_formation_[j].init[i].y = y4;
balloon_formation_[j].init[i].size = BalloonSize::SIZE4;
balloon_formation_[j].init[i].creation_counter = CREATION_TIME + (inc_time * i);
}
balloon_formation_.emplace_back(4, init_params);
}
// #21 - Diez enemigos BALLOON2 uno detras del otro. Izquierda/derecha. Simetricos
j = 21;
balloon_formation_[j].number_of_balloons = 10;
inc_x = BALLOON_SIZE[1] + 1;
inc_time = 3;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #20 - Dos enemigos BALLOON4 seguidos desde la izquierda/derecha. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int half = 4 / 2;
for (int i = 0; i < 4; ++i)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x2_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * i);
init_params.emplace_back(x4_0 + (i * (BALLOON_SIZE[3] + 1)), y4, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
}
else
{
balloon_formation_[j].init[i].x = x2_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * (i - half));
init_params.emplace_back(x4_100 - ((i - half) * (BALLOON_SIZE[3] + 1)), y4, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE4, CREATION_TIME + (0 * i));
}
balloon_formation_[j].init[i].y = y2;
balloon_formation_[j].init[i].size = BalloonSize::SIZE2;
}
balloon_formation_.emplace_back(4, init_params);
}
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simetricos
j = 22;
balloon_formation_[j].number_of_balloons = 10;
inc_x = BALLOON_SIZE[2] * 2;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #21 - Diez enemigos BALLOON2 uno detrás del otro. Izquierda/derecha. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int half = 10 / 2;
for (int i = 0; i < 10; ++i)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * i);
init_params.emplace_back(x2_0 + (i * (BALLOON_SIZE[1] + 1)), y2, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (3 * i));
}
else
{
balloon_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * (i - half));
init_params.emplace_back(x2_100 - ((i - half) * (BALLOON_SIZE[1] + 1)), y2, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE2, CREATION_TIME - (3 * (i - half)));
}
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
}
balloon_formation_.emplace_back(10, init_params);
}
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simetricos
j = 23;
balloon_formation_[j].number_of_balloons = 10;
inc_x = BALLOON_SIZE[2] + 1;
inc_time = 10;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #22 - Diez enemigos BALLOON3. Hacia la derecha/izquierda. Separados. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int half = 10 / 2;
for (int i = 0; i < 10; ++i)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x3_0 + (i * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * i);
init_params.emplace_back(x3_0 + (i * (BALLOON_SIZE[2] * 2)), y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
else
{
balloon_formation_[j].init[i].x = x3_100 - ((i - half) * inc_x);
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * (i - half));
init_params.emplace_back(x3_100 - ((i - half) * (BALLOON_SIZE[2] * 2)), y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * (i - half)));
}
balloon_formation_[j].init[i].y = y3;
balloon_formation_[j].init[i].size = BalloonSize::SIZE3;
}
balloon_formation_.emplace_back(10, init_params);
}
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simetricos
j = 24;
balloon_formation_[j].number_of_balloons = 30;
inc_time = 5;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #23 - Diez enemigos BALLOON3. Hacia la derecha. Juntos. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int half = 10 / 2;
for (int i = 0; i < 10; ++i)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x1_50;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) + (inc_time * i);
init_params.emplace_back(x3_0 + (i * (BALLOON_SIZE[2] + 1)), y3, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * i));
}
else
{
balloon_formation_[j].init[i].x = x1_50;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) + (inc_time * (i - half));
init_params.emplace_back(x3_100 - ((i - half) * (BALLOON_SIZE[2] + 1)), y3, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE3, CREATION_TIME - (10 * (i - half)));
}
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].size = BalloonSize::SIZE1;
}
balloon_formation_.emplace_back(10, init_params);
}
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simetricos
j = 25;
balloon_formation_[j].number_of_balloons = 30;
inc_time = 5;
for (int i = 0; i < balloon_formation_[j].number_of_balloons; i++)
// #24 - Treinta enemigos BALLOON1. Del centro hacia los extremos. Juntos. Simétricos
{
std::vector<BalloonFormationParams> init_params;
const int half = 30 / 2;
for (int i = 0; i < 30; ++i)
{
const int half = balloon_formation_[j].number_of_balloons / 2;
if (i < half)
{
balloon_formation_[j].init[i].x = x1_50 + 20;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_NEGATIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * i);
init_params.emplace_back(x1_50, y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME + (5 * i));
}
else
{
balloon_formation_[j].init[i].x = x1_50 - 20;
balloon_formation_[j].init[i].vel_x = BALLOON_VELX_POSITIVE;
balloon_formation_[j].init[i].creation_counter = (CREATION_TIME) - (inc_time * (i - half));
init_params.emplace_back(x1_50, y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME + (5 * (i - half)));
}
balloon_formation_[j].init[i].y = y1;
balloon_formation_[j].init[i].size = BalloonSize::SIZE1;
}
balloon_formation_.emplace_back(30, init_params);
}
// Crea las mismas formaciones pero con hexagonos a partir de la posición 50 del vector
for (int k = 0; k < j + 1; k++)
// #25 - Treinta enemigos BALLOON1. Del centro hacia adentro. Juntos. Simétricos
{
balloon_formation_[k + 50].number_of_balloons = balloon_formation_[k].number_of_balloons;
for (int i = 0; i < balloon_formation_[k + 50].number_of_balloons; i++)
std::vector<BalloonFormationParams> init_params;
const int half = 30 / 2;
for (int i = 0; i < 30; ++i)
{
balloon_formation_[k + 50].init[i].x = balloon_formation_[k].init[i].x;
balloon_formation_[k + 50].init[i].y = balloon_formation_[k].init[i].y;
balloon_formation_[k + 50].init[i].vel_x = balloon_formation_[k].init[i].vel_x;
balloon_formation_[k + 50].init[i].creation_counter = balloon_formation_[k].init[i].creation_counter;
balloon_formation_[k + 50].init[i].size = balloon_formation_[k].init[i].size;
balloon_formation_[k + 50].init[i].type = BalloonType::FLOATER;
if (i < half)
{
init_params.emplace_back(x1_50 + 20, y1, BALLOON_VELX_NEGATIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (5 * i));
}
else
{
init_params.emplace_back(x1_50 - 20, y1, BALLOON_VELX_POSITIVE, BalloonType::BALLOON, BalloonSize::SIZE1, CREATION_TIME - (5 * (i - half)));
}
}
balloon_formation_.emplace_back(30, init_params);
}
// Reservar espacio para el vector
balloon_formation_.resize(100);
// Crea las mismas formaciones pero con hexágonos a partir de la posición 50 del vector
for (int k = 0; k < 50; k++)
{
std::vector<BalloonFormationParams> init_params;
for (int i = 0; i < balloon_formation_.at(k).number_of_balloons; i++)
{
init_params.emplace_back(
balloon_formation_.at(k).init.at(i).x,
balloon_formation_.at(k).init.at(i).y,
balloon_formation_.at(k).init.at(i).vel_x,
BalloonType::FLOATER,
balloon_formation_.at(k).init.at(i).size,
balloon_formation_.at(k).init.at(i).creation_counter);
}
balloon_formation_.at(k + 50) = BalloonFormationUnit(balloon_formation_.at(k).number_of_balloons, init_params);
}
// TEST
balloon_formation_[99].number_of_balloons = 4;
std::vector<BalloonFormationParams> test_params = {
{10, y1, 0, BalloonType::FLOATER, BalloonSize::SIZE1, 200},
{50, y1, 0, BalloonType::FLOATER, BalloonSize::SIZE2, 200},
{90, y1, 0, BalloonType::FLOATER, BalloonSize::SIZE3, 200},
{140, y1, 0, BalloonType::FLOATER, BalloonSize::SIZE4, 200}};
balloon_formation_[99].init[0].x = 10;
balloon_formation_[99].init[0].y = y1;
balloon_formation_[99].init[0].vel_x = 0;
balloon_formation_[99].init[0].size = BalloonSize::SIZE1;
balloon_formation_[99].init[0].creation_counter = 200;
balloon_formation_[99].init[1].x = 50;
balloon_formation_[99].init[1].y = y1;
balloon_formation_[99].init[1].vel_x = 0;
balloon_formation_[99].init[1].size = BalloonSize::SIZE2;
balloon_formation_[99].init[1].creation_counter = 200;
balloon_formation_[99].init[2].x = 90;
balloon_formation_[99].init[2].y = y1;
balloon_formation_[99].init[2].vel_x = 0;
balloon_formation_[99].init[2].size = BalloonSize::SIZE3;
balloon_formation_[99].init[2].creation_counter = 200;
balloon_formation_[99].init[3].x = 140;
balloon_formation_[99].init[3].y = y1;
balloon_formation_[99].init[3].vel_x = 0;
balloon_formation_[99].init[3].size = BalloonSize::SIZE4;
balloon_formation_[99].init[3].creation_counter = 200;
balloon_formation_.at(99) = BalloonFormationUnit(4, test_params);
}
// Inicializa los conjuntos de formaciones
void BalloonFormations::initBalloonFormationPools()
{
// EnemyPool #0
balloon_formation_pool_[0].set[0] = balloon_formation_[0];
balloon_formation_pool_[0].set[1] = balloon_formation_[1];
balloon_formation_pool_[0].set[2] = balloon_formation_[2];
balloon_formation_pool_[0].set[3] = balloon_formation_[3];
balloon_formation_pool_[0].set[4] = balloon_formation_[4];
balloon_formation_pool_[0].set[5] = balloon_formation_[5];
balloon_formation_pool_[0].set[6] = balloon_formation_[6];
balloon_formation_pool_[0].set[7] = balloon_formation_[7];
balloon_formation_pool_[0].set[8] = balloon_formation_[8];
balloon_formation_pool_[0].set[9] = balloon_formation_[9];
// Reserva espacio para cada pool de formaciones
balloon_formation_pool_.resize(NUMBER_OF_SETS_PER_POOL);
// EnemyPool #1
balloon_formation_pool_[1].set[0] = balloon_formation_[10];
balloon_formation_pool_[1].set[1] = balloon_formation_[11];
balloon_formation_pool_[1].set[2] = balloon_formation_[12];
balloon_formation_pool_[1].set[3] = balloon_formation_[13];
balloon_formation_pool_[1].set[4] = balloon_formation_[14];
balloon_formation_pool_[1].set[5] = balloon_formation_[15];
balloon_formation_pool_[1].set[6] = balloon_formation_[16];
balloon_formation_pool_[1].set[7] = balloon_formation_[17];
balloon_formation_pool_[1].set[8] = balloon_formation_[18];
balloon_formation_pool_[1].set[9] = balloon_formation_[19];
// Set #0
balloon_formation_pool_.at(0) = {
&balloon_formation_.at(0), &balloon_formation_.at(1), &balloon_formation_.at(2),
&balloon_formation_.at(3), &balloon_formation_.at(4), &balloon_formation_.at(5),
&balloon_formation_.at(6), &balloon_formation_.at(7), &balloon_formation_.at(8),
&balloon_formation_.at(9)};
// EnemyPool #2
balloon_formation_pool_[2].set[0] = balloon_formation_[0];
balloon_formation_pool_[2].set[1] = balloon_formation_[1];
balloon_formation_pool_[2].set[2] = balloon_formation_[2];
balloon_formation_pool_[2].set[3] = balloon_formation_[3];
balloon_formation_pool_[2].set[4] = balloon_formation_[4];
balloon_formation_pool_[2].set[5] = balloon_formation_[55];
balloon_formation_pool_[2].set[6] = balloon_formation_[56];
balloon_formation_pool_[2].set[7] = balloon_formation_[57];
balloon_formation_pool_[2].set[8] = balloon_formation_[58];
balloon_formation_pool_[2].set[9] = balloon_formation_[59];
// Set #1
balloon_formation_pool_.at(1) = {
&balloon_formation_.at(10), &balloon_formation_.at(11), &balloon_formation_.at(12),
&balloon_formation_.at(13), &balloon_formation_.at(14), &balloon_formation_.at(15),
&balloon_formation_.at(16), &balloon_formation_.at(17), &balloon_formation_.at(18),
&balloon_formation_.at(19)};
// EnemyPool #3
balloon_formation_pool_[3].set[0] = balloon_formation_[50];
balloon_formation_pool_[3].set[1] = balloon_formation_[51];
balloon_formation_pool_[3].set[2] = balloon_formation_[52];
balloon_formation_pool_[3].set[3] = balloon_formation_[53];
balloon_formation_pool_[3].set[4] = balloon_formation_[54];
balloon_formation_pool_[3].set[5] = balloon_formation_[5];
balloon_formation_pool_[3].set[6] = balloon_formation_[6];
balloon_formation_pool_[3].set[7] = balloon_formation_[7];
balloon_formation_pool_[3].set[8] = balloon_formation_[8];
balloon_formation_pool_[3].set[9] = balloon_formation_[9];
// Set #2
balloon_formation_pool_.at(2) = {
&balloon_formation_.at(0), &balloon_formation_.at(1), &balloon_formation_.at(2),
&balloon_formation_.at(3), &balloon_formation_.at(4), &balloon_formation_.at(55),
&balloon_formation_.at(56), &balloon_formation_.at(57), &balloon_formation_.at(58),
&balloon_formation_.at(59)};
// EnemyPool #4
balloon_formation_pool_[4].set[0] = balloon_formation_[60];
balloon_formation_pool_[4].set[1] = balloon_formation_[61];
balloon_formation_pool_[4].set[2] = balloon_formation_[62];
balloon_formation_pool_[4].set[3] = balloon_formation_[63];
balloon_formation_pool_[4].set[4] = balloon_formation_[64];
balloon_formation_pool_[4].set[5] = balloon_formation_[65];
balloon_formation_pool_[4].set[6] = balloon_formation_[66];
balloon_formation_pool_[4].set[7] = balloon_formation_[67];
balloon_formation_pool_[4].set[8] = balloon_formation_[68];
balloon_formation_pool_[4].set[9] = balloon_formation_[69];
// Set #3
balloon_formation_pool_.at(3) = {
&balloon_formation_.at(50), &balloon_formation_.at(51), &balloon_formation_.at(52),
&balloon_formation_.at(53), &balloon_formation_.at(54), &balloon_formation_.at(5),
&balloon_formation_.at(6), &balloon_formation_.at(7), &balloon_formation_.at(8),
&balloon_formation_.at(9)};
// EnemyPool #5
balloon_formation_pool_[5].set[0] = balloon_formation_[10];
balloon_formation_pool_[5].set[1] = balloon_formation_[61];
balloon_formation_pool_[5].set[2] = balloon_formation_[12];
balloon_formation_pool_[5].set[3] = balloon_formation_[63];
balloon_formation_pool_[5].set[4] = balloon_formation_[14];
balloon_formation_pool_[5].set[5] = balloon_formation_[65];
balloon_formation_pool_[5].set[6] = balloon_formation_[16];
balloon_formation_pool_[5].set[7] = balloon_formation_[67];
balloon_formation_pool_[5].set[8] = balloon_formation_[18];
balloon_formation_pool_[5].set[9] = balloon_formation_[69];
// Set #4
balloon_formation_pool_.at(4) = {
&balloon_formation_.at(60), &balloon_formation_.at(61), &balloon_formation_.at(62),
&balloon_formation_.at(63), &balloon_formation_.at(64), &balloon_formation_.at(65),
&balloon_formation_.at(66), &balloon_formation_.at(67), &balloon_formation_.at(68),
&balloon_formation_.at(69)};
// EnemyPool #6
balloon_formation_pool_[6].set[0] = balloon_formation_[60];
balloon_formation_pool_[6].set[1] = balloon_formation_[11];
balloon_formation_pool_[6].set[2] = balloon_formation_[62];
balloon_formation_pool_[6].set[3] = balloon_formation_[13];
balloon_formation_pool_[6].set[4] = balloon_formation_[64];
balloon_formation_pool_[6].set[5] = balloon_formation_[15];
balloon_formation_pool_[6].set[6] = balloon_formation_[66];
balloon_formation_pool_[6].set[7] = balloon_formation_[17];
balloon_formation_pool_[6].set[8] = balloon_formation_[68];
balloon_formation_pool_[6].set[9] = balloon_formation_[19];
// Set #5
balloon_formation_pool_.at(5) = {
&balloon_formation_.at(10), &balloon_formation_.at(61), &balloon_formation_.at(12),
&balloon_formation_.at(63), &balloon_formation_.at(14), &balloon_formation_.at(65),
&balloon_formation_.at(16), &balloon_formation_.at(67), &balloon_formation_.at(18),
&balloon_formation_.at(69)};
// EnemyPool #7
balloon_formation_pool_[7].set[0] = balloon_formation_[20];
balloon_formation_pool_[7].set[1] = balloon_formation_[21];
balloon_formation_pool_[7].set[2] = balloon_formation_[22];
balloon_formation_pool_[7].set[3] = balloon_formation_[23];
balloon_formation_pool_[7].set[4] = balloon_formation_[24];
balloon_formation_pool_[7].set[5] = balloon_formation_[65];
balloon_formation_pool_[7].set[6] = balloon_formation_[66];
balloon_formation_pool_[7].set[7] = balloon_formation_[67];
balloon_formation_pool_[7].set[8] = balloon_formation_[68];
balloon_formation_pool_[7].set[9] = balloon_formation_[69];
// Set #6
balloon_formation_pool_.at(6) = {
&balloon_formation_.at(60), &balloon_formation_.at(11), &balloon_formation_.at(62),
&balloon_formation_.at(13), &balloon_formation_.at(64), &balloon_formation_.at(15),
&balloon_formation_.at(66), &balloon_formation_.at(17), &balloon_formation_.at(68),
&balloon_formation_.at(19)};
// EnemyPool #8
balloon_formation_pool_[8].set[0] = balloon_formation_[70];
balloon_formation_pool_[8].set[1] = balloon_formation_[71];
balloon_formation_pool_[8].set[2] = balloon_formation_[72];
balloon_formation_pool_[8].set[3] = balloon_formation_[73];
balloon_formation_pool_[8].set[4] = balloon_formation_[74];
balloon_formation_pool_[8].set[5] = balloon_formation_[15];
balloon_formation_pool_[8].set[6] = balloon_formation_[16];
balloon_formation_pool_[8].set[7] = balloon_formation_[17];
balloon_formation_pool_[8].set[8] = balloon_formation_[18];
balloon_formation_pool_[8].set[9] = balloon_formation_[19];
// Set #7
balloon_formation_pool_.at(7) = {
&balloon_formation_.at(20), &balloon_formation_.at(21), &balloon_formation_.at(22),
&balloon_formation_.at(23), &balloon_formation_.at(24), &balloon_formation_.at(65),
&balloon_formation_.at(66), &balloon_formation_.at(67), &balloon_formation_.at(68),
&balloon_formation_.at(69)};
// EnemyPool #9
balloon_formation_pool_[9].set[0] = balloon_formation_[20];
balloon_formation_pool_[9].set[1] = balloon_formation_[21];
balloon_formation_pool_[9].set[2] = balloon_formation_[22];
balloon_formation_pool_[9].set[3] = balloon_formation_[23];
balloon_formation_pool_[9].set[4] = balloon_formation_[24];
balloon_formation_pool_[9].set[5] = balloon_formation_[70];
balloon_formation_pool_[9].set[6] = balloon_formation_[71];
balloon_formation_pool_[9].set[7] = balloon_formation_[72];
balloon_formation_pool_[9].set[8] = balloon_formation_[73];
balloon_formation_pool_[9].set[9] = balloon_formation_[74];
}
// Inicializa las fases del juego
void BalloonFormations::initGameStages()
{
// STAGE 1
stage_[0].number = 1;
stage_[0].power_to_complete = 200;
stage_[0].min_menace = 7 + (4 * 1);
stage_[0].max_menace = 7 + (4 * 3);
stage_[0].balloon_pool = balloon_formation_pool_[0];
// STAGE 2
stage_[1].number = 2;
stage_[1].power_to_complete = 300;
stage_[1].min_menace = 7 + (4 * 2);
stage_[1].max_menace = 7 + (4 * 4);
stage_[1].balloon_pool = balloon_formation_pool_[1];
// STAGE 3
stage_[2].number = 3;
stage_[2].power_to_complete = 600;
stage_[2].min_menace = 7 + (4 * 3);
stage_[2].max_menace = 7 + (4 * 5);
stage_[2].balloon_pool = balloon_formation_pool_[2];
// STAGE 4
stage_[3].number = 4;
stage_[3].power_to_complete = 600;
stage_[3].min_menace = 7 + (4 * 3);
stage_[3].max_menace = 7 + (4 * 5);
stage_[3].balloon_pool = balloon_formation_pool_[3];
// STAGE 5
stage_[4].number = 5;
stage_[4].power_to_complete = 600;
stage_[4].min_menace = 7 + (4 * 4);
stage_[4].max_menace = 7 + (4 * 6);
stage_[4].balloon_pool = balloon_formation_pool_[4];
// STAGE 6
stage_[5].number = 6;
stage_[5].power_to_complete = 600;
stage_[5].min_menace = 7 + (4 * 4);
stage_[5].max_menace = 7 + (4 * 6);
stage_[5].balloon_pool = balloon_formation_pool_[5];
// STAGE 7
stage_[6].number = 7;
stage_[6].power_to_complete = 650;
stage_[6].min_menace = 7 + (4 * 5);
stage_[6].max_menace = 7 + (4 * 7);
stage_[6].balloon_pool = balloon_formation_pool_[6];
// STAGE 8
stage_[7].number = 8;
stage_[7].power_to_complete = 750;
stage_[7].min_menace = 7 + (4 * 5);
stage_[7].max_menace = 7 + (4 * 7);
stage_[7].balloon_pool = balloon_formation_pool_[7];
// STAGE 9
stage_[8].number = 9;
stage_[8].power_to_complete = 850;
stage_[8].min_menace = 7 + (4 * 6);
stage_[8].max_menace = 7 + (4 * 8);
stage_[8].balloon_pool = balloon_formation_pool_[8];
// STAGE 10
stage_[9].number = 10;
stage_[9].power_to_complete = 950;
stage_[9].min_menace = 7 + (4 * 7);
stage_[9].max_menace = 7 + (4 * 10);
stage_[9].balloon_pool = balloon_formation_pool_[9];
}
// Devuelve una fase
Stage BalloonFormations::getStage(int index) const
{
return stage_[index];
// Set #8
balloon_formation_pool_.at(8) = {
&balloon_formation_.at(70), &balloon_formation_.at(71), &balloon_formation_.at(72),
&balloon_formation_.at(73), &balloon_formation_.at(74), &balloon_formation_.at(15),
&balloon_formation_.at(16), &balloon_formation_.at(17), &balloon_formation_.at(18),
&balloon_formation_.at(19)};
// Set #9
balloon_formation_pool_.at(9) = {
&balloon_formation_.at(20), &balloon_formation_.at(21), &balloon_formation_.at(22),
&balloon_formation_.at(23), &balloon_formation_.at(24), &balloon_formation_.at(70),
&balloon_formation_.at(71), &balloon_formation_.at(72), &balloon_formation_.at(73),
&balloon_formation_.at(74)};
}

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@@ -1,13 +1,13 @@
#pragma once
#include "balloon.h"
#include "balloon.h" // Para BALLOON_VELX_NEGATIVE, BALLOON_VELX_POSITIVE
#include <vector>
constexpr int NUMBER_OF_BALLOON_FORMATIONS = 100;
constexpr int MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION = 50;
constexpr int NUMBER_OF_SETS_PER_POOL = 10;
constexpr int NUMBER_OF_STAGES = 10;
// Estructuras
struct BalloonFormationParams
{
int x = 0; // Posición en el eje X donde crear el globo
@@ -25,34 +25,26 @@ struct BalloonFormationParams
: x(x_val), y(y_val), vel_x(vel_x_val), type(type_val), size(size_val), creation_counter(creation_counter_val) {}
};
struct BalloonFormationUnit // Contiene la información de una formación enemiga
struct BalloonFormationUnit
{
int number_of_balloons; // Cantidad de globos que forman la formación
BalloonFormationParams init[MAX_NUMBER_OF_BALLOONS_IN_A_FORMATION]; // Vector con todas las inicializaciones de los globos de la formación
std::vector<BalloonFormationParams> init; // Vector con todas las inicializaciones de los globos de la formación
// Constructor
BalloonFormationUnit(int num_balloons, const std::vector<BalloonFormationParams> &init_params)
: number_of_balloons(num_balloons), init(init_params) {}
// Default constructor
BalloonFormationUnit() : number_of_balloons(0), init() {}
};
struct BalloonFormationPool
{
BalloonFormationUnit set[NUMBER_OF_SETS_PER_POOL]; // Conjunto de formaciones de globos
};
using BalloonFormationPool = std::vector<const BalloonFormationUnit *>;
struct Stage // Contiene todas las variables relacionadas con una fase
{
BalloonFormationPool balloon_pool; // El conjunto de formaciones de globos de la fase
int power_to_complete; // Cantidad de poder que se necesita para completar la fase
int max_menace; // Umbral máximo de amenaza de la fase
int min_menace; // Umbral mínimo de amenaza de la fase
int number; // Número de fase
};
// Clase BalloonFormations, para gestionar las formaciones de globos
class BalloonFormations
{
private:
// Variables
Stage stage_[NUMBER_OF_STAGES]; // Variable con los datos de cada pantalla
BalloonFormationUnit balloon_formation_[NUMBER_OF_BALLOON_FORMATIONS]; // Vector con todas las formaciones enemigas
BalloonFormationPool balloon_formation_pool_[NUMBER_OF_STAGES]; // Variable con los diferentes conjuntos de formaciones enemigas
std::vector<BalloonFormationUnit> balloon_formation_; // Vector con todas las formaciones enemigas
std::vector<BalloonFormationPool> balloon_formation_pool_; // Variable con los diferentes conjuntos de formaciones enemigas
// Inicializa las formaciones enemigas
void initBalloonFormations();
@@ -60,16 +52,19 @@ private:
// Inicializa los conjuntos de formaciones
void initBalloonFormationPools();
// Inicializa las fases del juego
void initGameStages();
public:
// Constructor
BalloonFormations();
BalloonFormations()
{
initBalloonFormations();
initBalloonFormationPools();
}
// Destructor
~BalloonFormations() = default;
// Devuelve una fase
Stage getStage(int index) const;
// Getters
const BalloonFormationPool &getPool(int pool) { return balloon_formation_pool_.at(pool); }
const BalloonFormationUnit &getSet(int pool, int set) { return *balloon_formation_pool_.at(pool).at(set); }
const BalloonFormationUnit &getSet(int set) const { return balloon_formation_.at(set); }
};

407
source/balloon_manager.cpp Normal file
View File

@@ -0,0 +1,407 @@
#include "balloon_manager.h"
#include <stdlib.h> // Para rand
#include <algorithm> // Para remove_if
#include <numeric> // Para accumulate
#include "balloon.h" // Para Balloon, BALLOON_SCORE, BALLOON_VELX...
#include "balloon_formations.h" // Para BalloonFormationParams, BalloonForma...
#include "explosions.h" // Para Explosions
#include "jail_audio.h" // Para JA_PlaySound
#include "param.h" // Para Param, ParamGame, param
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "stage.h" // Para addPower
#include "utils.h" // Para Zone, Color, flash_color
// Constructor
BalloonManager::BalloonManager()
: explosions_(std::make_unique<Explosions>()),
balloon_formations_(std::make_unique<BalloonFormations>()) { init(); }
// Inicializa
void BalloonManager::init()
{
// Texturas - Globos
balloon_textures_.emplace_back(Resource::get()->getTexture("balloon1.png"));
balloon_textures_.emplace_back(Resource::get()->getTexture("balloon2.png"));
balloon_textures_.emplace_back(Resource::get()->getTexture("balloon3.png"));
balloon_textures_.emplace_back(Resource::get()->getTexture("balloon4.png"));
balloon_textures_.emplace_back(Resource::get()->getTexture("powerball.png"));
// Animaciones -- Globos
balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon1.ani"));
balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon2.ani"));
balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon3.ani"));
balloon_animations_.emplace_back(Resource::get()->getAnimation("balloon4.ani"));
balloon_animations_.emplace_back(Resource::get()->getAnimation("powerball.ani"));
// Texturas - Explosiones
explosions_textures_.emplace_back(Resource::get()->getTexture("explosion1.png"));
explosions_textures_.emplace_back(Resource::get()->getTexture("explosion2.png"));
explosions_textures_.emplace_back(Resource::get()->getTexture("explosion3.png"));
explosions_textures_.emplace_back(Resource::get()->getTexture("explosion4.png"));
// Animaciones -- Explosiones
explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion1.ani"));
explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion2.ani"));
explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion3.ani"));
explosions_animations_.emplace_back(Resource::get()->getAnimation("explosion4.ani"));
// Añade texturas
explosions_->addTexture(1, explosions_textures_[0], explosions_animations_[0]);
explosions_->addTexture(2, explosions_textures_[1], explosions_animations_[1]);
explosions_->addTexture(3, explosions_textures_[2], explosions_animations_[2]);
explosions_->addTexture(4, explosions_textures_[3], explosions_animations_[3]);
}
// Actualiza
void BalloonManager::update()
{
for (auto balloon : balloons_)
{
balloon->update();
}
updateBalloonDeployCounter();
explosions_->update();
}
// Renderiza los objetos
void BalloonManager::render()
{
for (auto &balloon : balloons_)
{
balloon->render();
}
explosions_->render();
}
// Crea una formación de enemigos
void BalloonManager::deployBalloonFormation(int stage)
{
// Solo despliega una formación enemiga si ha pasado cierto tiempo desde la última
if (balloon_deploy_counter_ == 0)
{
// En este punto se decide entre crear una powerball o una formación enemiga
if ((rand() % 100 < 15) && (canPowerBallBeCreated()))
{
// Crea una powerball
createPowerBall();
// Da un poco de margen para que se creen mas enemigos
balloon_deploy_counter_ = 10;
}
else
{
// Decrementa el contador de despliegues enemigos de la PowerBall
power_ball_counter_ = (power_ball_counter_ > 0) ? (power_ball_counter_ - 1) : 0;
// Elige una formación enemiga la azar
auto formation = rand() % 10;
// Evita repetir la ultima formación enemiga desplegada
if (formation == last_balloon_deploy_)
{
++formation %= 10;
}
last_balloon_deploy_ = formation;
const auto set = balloon_formations_->getSet(stage, formation);
const auto num_enemies = set.number_of_balloons;
for (int i = 0; i < num_enemies; ++i)
{
auto p = set.init[i];
createBalloon(
p.x,
p.y,
p.type,
p.size,
p.vel_x,
balloon_speed_,
(creation_time_enabled_) ? p.creation_counter : 0);
}
balloon_deploy_counter_ = 300;
}
}
}
// Crea una formación de enemigos específica
void BalloonManager::deploySet(int set_number)
{
const auto set = balloon_formations_->getSet(set_number);
const auto num_enemies = set.number_of_balloons;
for (int i = 0; i < num_enemies; ++i)
{
auto p = set.init[i];
createBalloon(p.x, p.y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
}
}
// Crea una formación de enemigos específica
void BalloonManager::deploySet(int set_number, int y)
{
const auto set = balloon_formations_->getSet(set_number);
const auto num_enemies = set.number_of_balloons;
for (int i = 0; i < num_enemies; ++i)
{
auto p = set.init[i];
createBalloon(p.x, y, p.type, p.size, p.vel_x, balloon_speed_, p.creation_counter);
}
}
// Vacia del vector de globos los globos que ya no sirven
void BalloonManager::freeBalloons()
{
auto it = std::remove_if(balloons_.begin(), balloons_.end(), [](const auto &balloon)
{ return !balloon->isEnabled(); });
balloons_.erase(it, balloons_.end());
}
// Actualiza la variable enemyDeployCounter
void BalloonManager::updateBalloonDeployCounter()
{
if (balloon_deploy_counter_ > 0)
{
--balloon_deploy_counter_;
}
}
// Indica si se puede crear una powerball
bool BalloonManager::canPowerBallBeCreated() { return (!power_ball_enabled_) && (calculateScreenPower() > POWERBALL_SCREENPOWER_MINIMUM) && (power_ball_counter_ == 0); }
// Calcula el poder actual de los globos en pantalla
int BalloonManager::calculateScreenPower()
{
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon)
{ return sum + (balloon->isEnabled() ? balloon->getPower() : 0); });
}
// Crea un globo nuevo en el vector de globos
std::shared_ptr<Balloon> BalloonManager::createBalloon(float x, int y, BalloonType type, BalloonSize size, float velx, float speed, int creation_timer)
{
if (can_deploy_balloons_)
{
const int index = static_cast<int>(size);
balloons_.emplace_back(std::make_shared<Balloon>(x, y, type, size, velx, speed, creation_timer, play_area_, balloon_textures_.at(index), balloon_animations_.at(index)));
return balloons_.back();
}
return nullptr;
}
// Crea un globo a partir de otro globo
void BalloonManager::createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction)
{
if (can_deploy_balloons_)
{
const float vx = direction == "LEFT" ? BALLOON_VELX_NEGATIVE : BALLOON_VELX_POSITIVE;
const auto lower_size = static_cast<BalloonSize>(static_cast<int>(balloon->getSize()) - 1);
auto b = createBalloon(0, balloon->getPosY(), balloon->getType(), lower_size, vx, balloon_speed_, 0);
const int x = direction == "LEFT" ? balloon->getPosX() + (balloon->getWidth() / 3) : balloon->getPosX() + 2 * (balloon->getWidth() / 3);
b->alignTo(x);
b->setVelY(b->getType() == BalloonType::BALLOON ? -2.50f : BALLOON_VELX_NEGATIVE * 2.0f);
if (balloon->isStopped())
{
b->stop();
}
if (balloon->isUsingReversedColor())
{
b->useReverseColor();
}
}
}
// Crea una PowerBall
void BalloonManager::createPowerBall()
{
if (can_deploy_balloons_)
{
constexpr int values = 6;
constexpr int pos_y = -BALLOON_SIZE[4];
constexpr int creation_time = 0;
const auto left = param.game.play_area.rect.x;
const auto center = param.game.play_area.center_x - (BALLOON_SIZE[4] / 2);
const auto right = param.game.play_area.rect.w - BALLOON_SIZE[4];
const auto luck = rand() % values;
const int x[values] = {left, left, center, center, right, right};
const float vx[values] = {BALLOON_VELX_POSITIVE, BALLOON_VELX_POSITIVE, BALLOON_VELX_POSITIVE, BALLOON_VELX_NEGATIVE, BALLOON_VELX_NEGATIVE, BALLOON_VELX_NEGATIVE};
balloons_.emplace_back(std::make_unique<Balloon>(x[luck], pos_y, BalloonType::POWERBALL, BalloonSize::SIZE4, vx[luck], balloon_speed_, creation_time, play_area_, balloon_textures_[4], balloon_animations_[4]));
balloons_.back()->setInvulnerable(true);
power_ball_enabled_ = true;
power_ball_counter_ = POWERBALL_COUNTER;
}
}
// Establece la velocidad de los globos
void BalloonManager::setBalloonSpeed(float speed)
{
balloon_speed_ = speed;
for (auto &balloon : balloons_)
{
balloon->setSpeed(speed);
}
}
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
int BalloonManager::popBalloon(std::shared_ptr<Balloon> balloon)
{
Stage::addPower(1);
int score = 0;
if (balloon->getType() == BalloonType::POWERBALL)
{
score = destroyAllBalloons();
power_ball_enabled_ = false;
balloon_deploy_counter_ = 20;
}
else
{
score = balloon->getScore();
if (balloon->getSize() != BalloonSize::SIZE1)
{
createChildBalloon(balloon, "LEFT");
createChildBalloon(balloon, "RIGHT");
}
// Agrega la explosión y elimina el globo
explosions_->add(balloon->getPosX(), balloon->getPosY(), static_cast<int>(balloon->getSize()));
balloon->disable();
}
return score;
}
// Explosiona un globo. Lo destruye = no crea otros globos
int BalloonManager::destroyBalloon(std::shared_ptr<Balloon> &balloon)
{
int score = 0;
// Calcula la puntuación y el poder que generaria el globo en caso de romperlo a él y a sus hijos
switch (balloon->getSize())
{
case BalloonSize::SIZE4:
score = BALLOON_SCORE[3] + (2 * BALLOON_SCORE[2]) + (4 * BALLOON_SCORE[1]) + (8 * BALLOON_SCORE[0]);
break;
case BalloonSize::SIZE3:
score = BALLOON_SCORE[2] + (2 * BALLOON_SCORE[1]) + (4 * BALLOON_SCORE[0]);
break;
case BalloonSize::SIZE2:
score = BALLOON_SCORE[1] + (2 * BALLOON_SCORE[0]);
break;
case BalloonSize::SIZE1:
score = BALLOON_SCORE[0];
break;
default:
score = 0;
break;
}
// Aumenta el poder de la fase
Stage::addPower(balloon->getPower());
// Destruye el globo
explosions_->add(balloon->getPosX(), balloon->getPosY(), static_cast<int>(balloon->getSize()));
balloon->disable();
return score;
}
// Destruye todos los globos
int BalloonManager::destroyAllBalloons()
{
int score = 0;
for (auto &balloon : balloons_)
{
score += destroyBalloon(balloon);
}
balloon_deploy_counter_ = 300;
JA_PlaySound(Resource::get()->getSound("power_ball_explosion.wav"));
Screen::get()->flash(flash_color, 3);
Screen::get()->shake();
return score;
}
// Detiene todos los globos
void BalloonManager::stopAllBalloons()
{
for (auto &balloon : balloons_)
{
balloon->stop();
}
}
// Pone en marcha todos los globos
void BalloonManager::startAllBalloons()
{
for (auto &balloon : balloons_)
{
if (!balloon->isBeingCreated())
{
balloon->start();
}
}
}
// Cambia el color de todos los globos
void BalloonManager::reverseColorsToAllBalloons()
{
for (auto &balloon : balloons_)
{
if (balloon->isStopped())
{
balloon->useReverseColor();
}
}
}
// Cambia el color de todos los globos
void BalloonManager::normalColorsToAllBalloons()
{
for (auto &balloon : balloons_)
{
balloon->useNormalColor();
}
}
// Crea dos globos gordos
void BalloonManager::createTwoBigBalloons()
{
deploySet(1);
}
// Crea una disposición de globos aleatoria
void BalloonManager::createRandomBalloons()
{
const int num_balloons = 2 + rand() % 4;
for (int i = 0; i < num_balloons; ++i)
{
const float x = param.game.game_area.rect.x + (rand() % param.game.game_area.rect.w) - BALLOON_SIZE[3];
const int y = param.game.game_area.rect.y + (rand() % 50);
const BalloonSize size = static_cast<BalloonSize>(rand() % 4);
const float vel_x = (rand() % 2 == 0) ? BALLOON_VELX_POSITIVE : BALLOON_VELX_NEGATIVE;
const int creation_counter = 0;
createBalloon(x, y, BalloonType::BALLOON, size, vel_x, balloon_speed_, creation_counter);
}
}
// Obtiene el nivel de ameza actual generado por los globos
int BalloonManager::getMenace()
{
return std::accumulate(balloons_.begin(), balloons_.end(), 0, [](int sum, const auto &balloon)
{ return sum + (balloon->isEnabled() ? balloon->getMenace() : 0); });
}
// Establece el sonido de los globos
void BalloonManager::setSounds(bool value)
{
for (auto &balloon : balloons_)
{
balloon->setSound(value);
}
}

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#pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include "balloon.h" // Para BALLOON_SPEED, Balloon
#include "balloon_formations.h" // Para BalloonFormations
#include "explosions.h" // Para Explosions
#include "param.h" // Para Param, ParamGame, param
#include "utils.h" // Para Zone
class Texture; // lines 10-10
using Balloons = std::vector<std::shared_ptr<Balloon>>;
class BalloonManager
{
private:
Balloons balloons_; // Vector con los globos
std::unique_ptr<Explosions> explosions_; // Objeto para dibujar explosiones
std::unique_ptr<BalloonFormations> balloon_formations_; // Objeto para gestionar las oleadas enemigas
std::vector<std::shared_ptr<Texture>> balloon_textures_; // Vector con las texturas de los globos
std::vector<std::shared_ptr<Texture>> explosions_textures_; // Vector con las texturas de las explosiones
std::vector<std::vector<std::string>> balloon_animations_; // Vector con las animaciones de los globos
std::vector<std::vector<std::string>> explosions_animations_; // Vector con las animaciones de las explosiones
float balloon_speed_ = BALLOON_SPEED[0]; // Velocidad a la que se mueven los enemigos
float default_balloon_speed_ = BALLOON_SPEED[0]; // Velocidad base de los enemigos, sin incrementar
int balloon_deploy_counter_ = 0; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero
bool power_ball_enabled_ = false; // Indica si hay una powerball ya activa
int power_ball_counter_ = 0; // Contador de formaciones enemigas entre la aparicion de una PowerBall y otra
int last_balloon_deploy_ = 0; // Guarda cual ha sido la última formación desplegada para no repetir;
SDL_Rect play_area_ = param.game.play_area.rect; // Zona por donde se moveran los globos
bool creation_time_enabled_ = true; // Indica si los globos se crean con tiempo
bool can_deploy_balloons_ = true; // Indica si creará globos
// Inicializa
void init();
public:
// Constructor
BalloonManager();
// Destructor
~BalloonManager() = default;
// Actualiza
void update();
// Renderiza los globos
void render();
// Vacia del vector de globos los globos que ya no sirven
void freeBalloons();
// Crea una formación de enemigos al azar
void deployBalloonFormation(int stage);
// Crea una formación de enemigos específica
void deploySet(int set);
void deploySet(int set, int y);
// Actualiza la variable enemyDeployCounter
void updateBalloonDeployCounter();
// Indica si se puede crear una powerball
bool canPowerBallBeCreated();
// Calcula el poder actual de los globos en pantalla
int calculateScreenPower();
// Crea un globo nuevo en el vector de globos
std::shared_ptr<Balloon> createBalloon(float x, int y, BalloonType type, BalloonSize size, float velx, float speed, int creation_timer);
// Crea un globo a partir de otro globo
void createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction);
// Crea una PowerBall
void createPowerBall();
// Establece la velocidad de los globos
void setBalloonSpeed(float speed);
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
int popBalloon(std::shared_ptr<Balloon> balloon);
// Explosiona un globo. Lo destruye = no crea otros globos
int destroyBalloon(std::shared_ptr<Balloon> &balloon);
// Destruye todos los globos
int destroyAllBalloons();
// Detiene todos los globos
void stopAllBalloons();
// Pone en marcha todos los globos
void startAllBalloons();
// Cambia el color de todos los globos
void reverseColorsToAllBalloons();
// Cambia el color de todos los globos
void normalColorsToAllBalloons();
// Crea dos globos gordos
void createTwoBigBalloons();
// Crea una disposición de globos aleatoria
void createRandomBalloons();
// Obtiene el nivel de ameza actual generado por los globos
int getMenace();
// Establece el sonido de los globos
void setSounds(bool value);
// Getters
float getBalloonSpeed() const { return balloon_speed_; }
Balloons &getBalloons() { return balloons_; }
int getNumBalloons() const { return balloons_.size(); }
// Setters
void setDefaultBalloonSpeed(float speed) { default_balloon_speed_ = speed; }
void resetBalloonSpeed() { setBalloonSpeed(default_balloon_speed_); }
void setPlayArea(SDL_Rect play_area) { play_area_ = play_area; }
void setCreationTimeEnabled(bool value) { creation_time_enabled_ = value; }
void setDeployBalloons(bool value) { can_deploy_balloons_ = value; }
};

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// IWYU pragma: no_include <bits/std_abs.h>
#include "credits.h"
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_QUIT
#include <SDL2/SDL_pixels.h> // Para SDL_PIXELFORMAT_RGBA8888
#include <SDL2/SDL_timer.h> // Para SDL_GetTicks
#include <algorithm> // Para max, min, clamp
#include <cstdlib> // Para abs
#include <stdexcept> // Para runtime_error
#include <string> // Para basic_string, string
#include <vector> // Para vector
#include <array> // Para vector
#include "balloon_manager.h" // Para BalloonManager
#include "fade.h" // Para Fade, FadeType, FadeMode
#include "global_inputs.h" // Para check, update
#include "input.h" // Para Input
#include "jail_audio.h" // Para JA_GetMusicState, JA_SetMusicVolume
#include "lang.h" // Para getText
#include "global_events.h" // Para handleEvent
#include "param.h" // Para Param, ParamGame, param
#include "player.h" // Para Player, PlayerState
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "section.h" // Para Name, name, Options, options
#include "sprite.h" // Para Sprite
#include "text.h" // Para Text, TEXT_CENTER, TEXT_SHADOW
#include "texture.h" // Para Texture
#include "tiled_bg.h" // Para TiledBG, TiledBGMode
#include "utils.h" // Para Color, Zone, shdw_txt_color, no_color
// Textos
constexpr const char TEXT_COPYRIGHT[] = "@2020,2025 JailDesigner";
// Constructor
Credits::Credits()
: balloon_manager_(std::make_unique<BalloonManager>()),
text_texture_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
canvas_(SDL_CreateTexture(Screen::get()->getRenderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, param.game.width, param.game.height)),
tiled_bg_(std::make_unique<TiledBG>(param.game.game_area.rect, TiledBGMode::DIAGONAL)),
fade_in_(std::make_unique<Fade>()),
fade_out_(std::make_unique<Fade>())
{
if (!text_texture_)
{
throw std::runtime_error("Failed to create SDL texture for text.");
}
section::name = section::Name::CREDITS;
balloon_manager_->setPlayArea(play_area_);
fade_in_->setColor(fade_color.r, fade_color.g, fade_color.b);
fade_in_->setType(FadeType::FULLSCREEN);
fade_in_->setPostDuration(50);
fade_in_->setMode(FadeMode::IN);
fade_in_->activate();
fade_out_->setColor(0, 0, 0);
fade_out_->setType(FadeType::FULLSCREEN);
fade_out_->setPostDuration(400);
updateRedRect();
tiled_bg_->setColor(Color(255, 96, 96));
initPlayers();
SDL_SetTextureBlendMode(text_texture_, SDL_BLENDMODE_BLEND);
fillTextTexture();
steps_ = std::abs((top_black_rect_.h - param.game.game_area.center_y - 1) + ((left_black_rect_.w - param.game.game_area.center_x) / 4));
}
// Destructor
Credits::~Credits()
{
SDL_DestroyTexture(text_texture_);
SDL_DestroyTexture(canvas_);
resetVolume();
JA_StopMusic();
}
// Bucle principal
void Credits::run()
{
while (section::name == section::Name::CREDITS)
{
checkInput();
update();
checkEvents(); // Tiene que ir antes del render
render();
}
}
// Actualiza las variables
void Credits::update()
{
if (SDL_GetTicks() - ticks_ > param.game.speed)
{
ticks_ = SDL_GetTicks();
const int REPEAT = want_to_pass_ ? 4 : 1;
for (int i = 0; i < REPEAT; ++i)
{
tiled_bg_->update();
cycleColors();
balloon_manager_->update();
updateTextureDstRects();
throwBalloons();
for (auto &player : players_)
{
player->update();
}
updateAllFades();
++counter_;
}
Screen::get()->update();
globalInputs::update();
fillCanvas();
}
}
// Dibuja Credits::en patalla
void Credits::render()
{
// Prepara para empezar a dibujar en la textura de juego
Screen::get()->start();
// Copia la textura con la zona de juego a la pantalla
SDL_RenderCopy(Screen::get()->getRenderer(), canvas_, nullptr, nullptr);
// Vuelca el contenido del renderizador en pantalla
Screen::get()->render();
}
// Comprueba el manejador de eventos
void Credits::checkEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
globalEvents::check(event);
}
}
// Comprueba las entradas
void Credits::checkInput()
{
// Comprueba si se ha pulsado cualquier botón (de los usados para jugar)
if (Input::get()->checkAnyButtonPressed(INPUT_ALLOW_REPEAT))
{
want_to_pass_ = true;
fading_ = mini_logo_on_position_;
}
else
{
want_to_pass_ = false;
}
// Comprueba los inputs que se pueden introducir en cualquier sección del juego
globalInputs::check();
}
// Crea la textura con el texto
void Credits::fillTextTexture()
{
auto text = Resource::get()->getText("smb2");
SDL_SetRenderTarget(Screen::get()->getRenderer(), text_texture_);
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0);
SDL_RenderClear(Screen::get()->getRenderer());
const std::array<std::string, 10> TEXTS = {
lang::getText(121),
lang::getText(122),
lang::getText(123),
lang::getText(124),
"JAILDESIGNER",
"JAILDOCTOR (INTRO)",
"ERIC MATYAS (SOUNDIMAGE.ORG)",
"WWW.THEMOTIONMONKEY.CO.UK",
"WWW.KENNEY.NL",
"JAILDOCTOR"};
const int SPACE_POST_TITLE = 3 + text->getCharacterSize();
const int SPACE_PRE_TITLE = text->getCharacterSize() * 4;
const int TEXTS_HEIGHT = 1 * text->getCharacterSize() + 7 * SPACE_POST_TITLE + 3 * SPACE_PRE_TITLE;
credits_rect_dst_.h = credits_rect_src_.h = TEXTS_HEIGHT;
int y = (param.game.height - TEXTS_HEIGHT) / 2;
y = 0;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(0), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += SPACE_POST_TITLE;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, no_color, 1, shdw_txt_color);
y += SPACE_PRE_TITLE;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(1), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += SPACE_POST_TITLE;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(4), 1, no_color, 1, shdw_txt_color);
y += SPACE_PRE_TITLE;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(2), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += SPACE_POST_TITLE;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(5), 1, no_color, 1, shdw_txt_color);
y += SPACE_POST_TITLE;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(6), 1, no_color, 1, shdw_txt_color);
y += SPACE_PRE_TITLE;
text->setPalette(1);
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(3), 1, no_color, 1, shdw_txt_color);
text->setPalette(0);
y += SPACE_POST_TITLE;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(7), 1, no_color, 1, shdw_txt_color);
y += SPACE_POST_TITLE;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(8), 1, no_color, 1, shdw_txt_color);
y += SPACE_POST_TITLE;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXTS.at(9), 1, no_color, 1, shdw_txt_color);
// Mini logo
y += SPACE_PRE_TITLE;
mini_logo_rect_src_.y = y;
auto mini_logo_sprite = std::make_unique<Sprite>(Resource::get()->getTexture("logo_jailgames_mini.png"));
mini_logo_sprite->setPosition(1 + param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, 1 + y);
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(shdw_txt_color.r, shdw_txt_color.g, shdw_txt_color.b);
mini_logo_sprite->render();
mini_logo_sprite->setPosition(param.game.game_area.center_x - mini_logo_sprite->getWidth() / 2, y);
Resource::get()->getTexture("logo_jailgames_mini.png")->setColor(255, 255, 255);
mini_logo_sprite->render();
// Texto con el copyright
y += mini_logo_sprite->getHeight() + 3;
text->writeDX(TEXT_CENTER | TEXT_SHADOW, param.game.game_area.center_x, y, TEXT_COPYRIGHT, 1, no_color, 1, shdw_txt_color);
// Resetea el renderizador
SDL_SetRenderTarget(Screen::get()->getRenderer(), nullptr);
// Actualiza las variables
mini_logo_rect_dst_.h = mini_logo_rect_src_.h = mini_logo_sprite->getHeight() + 3 + text->getCharacterSize();
credits_rect_dst_.y = param.game.game_area.rect.h;
mini_logo_rect_dst_.y = credits_rect_dst_.y + credits_rect_dst_.h + 30;
mini_logo_final_pos_ = param.game.game_area.center_y - mini_logo_rect_src_.h / 2;
}
// Dibuja todos los sprites en la textura
void Credits::fillCanvas()
{
// Cambia el destino del renderizador
auto temp = SDL_GetRenderTarget(Screen::get()->getRenderer());
SDL_SetRenderTarget(Screen::get()->getRenderer(), canvas_);
// Dibuja el fondo, los globos y los jugadores
tiled_bg_->render();
balloon_manager_->render();
for (auto const &player : players_)
{
player->render();
}
// Dibuja los titulos de credito
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &credits_rect_src_, &credits_rect_dst_);
// Dibuja el mini_logo
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
// Dibuja los rectangulos negros
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0, 0, 0, 0xFF);
SDL_RenderFillRect(Screen::get()->getRenderer(), &top_black_rect_);
SDL_RenderFillRect(Screen::get()->getRenderer(), &bottom_black_rect_);
SDL_RenderFillRect(Screen::get()->getRenderer(), &left_black_rect_);
SDL_RenderFillRect(Screen::get()->getRenderer(), &right_black_rect_);
// Dibuja el rectangulo rojo
SDL_SetRenderDrawColor(Screen::get()->getRenderer(), 0xFF, 0, 0, 0xFF);
SDL_RenderDrawRect(Screen::get()->getRenderer(), &red_rect);
// Si el mini_logo está en su destino, lo dibuja encima de lo anterior
if (mini_logo_on_position_)
{
SDL_RenderCopy(Screen::get()->getRenderer(), text_texture_, &mini_logo_rect_src_, &mini_logo_rect_dst_);
}
// Dibuja el fade sobre el resto de elementos
fade_in_->render();
fade_out_->render();
// Deja el renderizador apuntando donde estaba
SDL_SetRenderTarget(Screen::get()->getRenderer(), temp);
}
// Actualiza el destino de los rectangulos de las texturas
void Credits::updateTextureDstRects()
{
if (counter_ % 10 == 0)
{
// Comprueba la posición de la textura con los titulos de credito
if (credits_rect_dst_.y + credits_rect_dst_.h > play_area_.y)
{
--credits_rect_dst_.y;
}
// Comprueba la posición de la textura con el mini_logo
if (mini_logo_rect_dst_.y == mini_logo_final_pos_)
{
mini_logo_on_position_ = true;
// Si el jugador quiere pasar los titulos de credito, el fade se inicia solo
if (want_to_pass_)
{
fading_ = true;
}
// Se activa el contador para evitar que la sección sea infinita
if (counter_prevent_endless_ == 1000)
{
fading_ = true;
}
else
{
++counter_prevent_endless_;
}
}
else
{
--mini_logo_rect_dst_.y;
}
}
}
// Tira globos al escenario
void Credits::throwBalloons()
{
constexpr int speed = 200;
const std::vector<int> sets = {0, 63, 25, 67, 17, 75, 13, 50};
if (counter_ > ((sets.size() - 1) * speed) * 3)
{
return;
}
if (counter_ % speed == 0)
{
const int index = (counter_ / speed) % sets.size();
balloon_manager_->deploySet(sets.at(index), -60);
}
if (counter_ % (speed * 4) == 0 && counter_ > 0)
{
balloon_manager_->createPowerBall();
}
}
// Inicializa los jugadores
void Credits::initPlayers()
{
std::vector<std::vector<std::shared_ptr<Texture>>> player_textures; // Vector con todas las texturas de los jugadores;
std::vector<std::vector<std::string>> player_animations; // Vector con las animaciones del jugador
// Texturas - Player1
{
std::vector<std::shared_ptr<Texture>> player_texture;
player_texture.emplace_back(Resource::get()->getTexture("player1.gif"));
player_texture.emplace_back(Resource::get()->getTexture("player1_power.png"));
player_textures.push_back(player_texture);
}
// Texturas - Player2
{
std::vector<std::shared_ptr<Texture>> player_texture;
player_texture.emplace_back(Resource::get()->getTexture("player2.gif"));
player_texture.emplace_back(Resource::get()->getTexture("player2_power.png"));
player_textures.push_back(player_texture);
}
// Animaciones -- Jugador
{
player_animations.emplace_back(Resource::get()->getAnimation("player.ani"));
player_animations.emplace_back(Resource::get()->getAnimation("player_power.ani"));
}
// Crea los dos jugadores
constexpr int player_width = 30;
const int y = play_area_.y + play_area_.h - player_width;
constexpr bool demo = false;
constexpr int away_distance = 700;
players_.emplace_back(std::make_unique<Player>(1, play_area_.x - away_distance - player_width, y, demo, play_area_, player_textures.at(0), player_animations));
players_.back()->setWalkingState(PlayerState::WALKING_RIGHT);
players_.back()->setPlayingState(PlayerState::CREDITS);
players_.back()->setInvulnerable(false);
players_.emplace_back(std::make_unique<Player>(2, play_area_.x + play_area_.w + away_distance, y, demo, play_area_, player_textures.at(1), player_animations));
players_.back()->setWalkingState(PlayerState::WALKING_LEFT);
players_.back()->setPlayingState(PlayerState::CREDITS);
players_.back()->setInvulnerable(false);
}
// Actualiza los rectangulos negros
void Credits::updateBlackRects()
{
static int current_step = steps_;
if (top_black_rect_.h != param.game.game_area.center_y - 1 && bottom_black_rect_.y != param.game.game_area.center_y + 1)
{
// Si los rectangulos superior e inferior no han llegado al centro
if (counter_ % 4 == 0)
{
// Incrementa la altura del rectangulo superior
top_black_rect_.h = std::min(top_black_rect_.h + 1, param.game.game_area.center_y - 1);
// Incrementa la altura y modifica la posición del rectangulo inferior
++bottom_black_rect_.h;
bottom_black_rect_.y = std::max(bottom_black_rect_.y - 1, param.game.game_area.center_y + 1);
--current_step;
setVolume(static_cast<int>(initial_volume_ * current_step / steps_));
}
}
else
{
// Si los rectangulos superior e inferior han llegado al centro
if (left_black_rect_.w != param.game.game_area.center_x && right_black_rect_.x != param.game.game_area.center_x)
{
constexpr int SPEED = 2;
// Si los rectangulos izquierdo y derecho no han llegado al centro
// Incrementa la anchura del rectangulo situado a la izquierda
left_black_rect_.w = std::min(left_black_rect_.w + SPEED, param.game.game_area.center_x);
// Incrementa la anchura y modifica la posición del rectangulo situado a la derecha
right_black_rect_.w += SPEED;
right_black_rect_.x = std::max(right_black_rect_.x - SPEED, param.game.game_area.center_x);
--current_step;
setVolume(static_cast<int>(initial_volume_ * current_step / steps_));
}
else
{
// Si los rectangulos izquierdo y derecho han llegado al centro
setVolume(0);
JA_StopMusic();
if (counter_pre_fade_ == 400)
{
fade_out_->activate();
}
else
{
++counter_pre_fade_;
}
}
}
}
// Actualiza el rectangulo rojo
void Credits::updateRedRect()
{
red_rect.x = left_black_rect_.x + left_black_rect_.w;
red_rect.y = top_black_rect_.y + top_black_rect_.h - 1;
red_rect.w = right_black_rect_.x - red_rect.x;
red_rect.h = bottom_black_rect_.y - red_rect.y + 1;
}
// Actualiza el estado de fade
void Credits::updateAllFades()
{
if (fading_)
{
updateBlackRects();
updateRedRect();
}
fade_in_->update();
if (fade_in_->hasEnded())
{
if (JA_GetMusicState() == JA_MUSIC_INVALID || JA_GetMusicState() == JA_MUSIC_STOPPED)
{
JA_PlayMusic(Resource::get()->getMusic("credits.ogg"));
}
}
fade_out_->update();
if (fade_out_->hasEnded())
{
section::name = section::Name::HI_SCORE_TABLE;
}
}
// Establece el nivel de volumen
void Credits::setVolume(int amount)
{
options.audio.music.volume = std::clamp(amount, 0, 100);
JA_SetMusicVolume(to_JA_volume(options.audio.music.volume));
}
// Reestablece el nivel de volumen
void Credits::resetVolume()
{
options.audio.music.volume = initial_volume_;
JA_SetMusicVolume(to_JA_volume(options.audio.music.volume));
}
// Cambia el color del fondo
void Credits::cycleColors()
{
constexpr int UPPER_LIMIT = 255; // Límite superior
constexpr int LOWER_LIMIT = 80; // Límite inferior
static float r = static_cast<float>(UPPER_LIMIT);
static float g = static_cast<float>(LOWER_LIMIT);
static float b = static_cast<float>(LOWER_LIMIT);
static float stepR = -0.5f; // Paso flotante para transiciones suaves
static float stepG = 0.3f;
static float stepB = 0.7f;
// Ajustar valores de R
r += stepR;
if (r >= UPPER_LIMIT || r <= LOWER_LIMIT)
{
stepR = -stepR; // Cambia de dirección al alcanzar los límites
}
// Ajustar valores de G
g += stepG;
if (g >= UPPER_LIMIT || g <= LOWER_LIMIT)
{
stepG = -stepG; // Cambia de dirección al alcanzar los límites
}
// Ajustar valores de B
b += stepB;
if (b >= UPPER_LIMIT || b <= LOWER_LIMIT)
{
stepB = -stepB; // Cambia de dirección al alcanzar los límites
}
// Aplicar el color, redondeando a enteros antes de usar
tiled_bg_->setColor(Color(static_cast<int>(r), static_cast<int>(g), static_cast<int>(b)));
}

113
source/credits.h Normal file
View File

@@ -0,0 +1,113 @@
#pragma once
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_render.h> // Para SDL_Texture
#include <SDL2/SDL_stdinc.h> // Para Uint32
#include <memory> // Para unique_ptr, shared_ptr
#include <vector> // Para vector
#include "options.h" // Para Options, OptionsAudio, OptionsMusic
#include "param.h" // Para Param, ParamGame, param
#include "utils.h" // Para Zone
class BalloonManager; // lines 8-8
class Fade; // lines 11-11
class Player; // lines 10-10
class TiledBG; // lines 9-9
constexpr int PLAY_AREA_HEIGHT = 200;
class Credits
{
private:
// Objetos
std::unique_ptr<BalloonManager> balloon_manager_; // Objeto para gestionar los globos
SDL_Texture *text_texture_; // Textura con el texto
SDL_Texture *canvas_; // Textura donde dibujarlo todo
std::unique_ptr<TiledBG> tiled_bg_; // Objeto para dibujar el mosaico animado de fondo
std::unique_ptr<Fade> fade_in_; // Objeto para realizar el fundido de entrada
std::unique_ptr<Fade> fade_out_; // Objeto para realizar el fundido de salida
std::vector<std::shared_ptr<Player>> players_; // Vector con los jugadores
// Variables
Uint32 ticks_ = 0; // Contador de ticks para ajustar la velocidad del programa
Uint32 counter_ = 0; // Contador para la lógica de la clase
Uint32 counter_pre_fade_ = 0; // Contador para activar el fundido final
Uint32 counter_prevent_endless_ = 0; // Contador para evitar que el juego se quede para siempre en los creditos
int black_bars_size_ = (param.game.game_area.rect.h - PLAY_AREA_HEIGHT) / 2; // Tamaño de las barras negras
int mini_logo_final_pos_ = 0; // Ubicación donde se detiene el minilogo
bool fading_ = false; // Indica si se está realizando el fade final
bool want_to_pass_ = false; // Indica si el jugador quiere saltarse los titulos de crédito
bool mini_logo_on_position_ = false; // Indica si el minilogo ya se ha quedado en su posición
int initial_volume_ = options.audio.music.volume; // Volumen actual al crear el objeto
int steps_ = 0; // Cantidad de pasos a dar para ir reduciendo el audio
// Rectangulos
SDL_Rect credits_rect_src_ = param.game.game_area.rect; // Rectangulo con el texto de los créditos (origen)
SDL_Rect credits_rect_dst_ = param.game.game_area.rect; // Rectangulo con el texto de los créditos (destino)
SDL_Rect mini_logo_rect_src_ = param.game.game_area.rect; // Rectangulo con el mini logo de JailGames y el texto de copyright (origen)
SDL_Rect mini_logo_rect_dst_ = param.game.game_area.rect; // Rectangulo con el mini logo de JailGames y el texto de copyright (destino)
SDL_Rect play_area_ = {
param.game.game_area.rect.x,
param.game.game_area.rect.y + black_bars_size_,
param.game.game_area.rect.w,
PLAY_AREA_HEIGHT}; // Area visible para los creditos
SDL_Rect top_black_rect_ = {play_area_.x, param.game.game_area.rect.y, play_area_.w, black_bars_size_}; // Rectangulo negro superior
SDL_Rect bottom_black_rect_ = {play_area_.x, param.game.game_area.rect.h - black_bars_size_, play_area_.w, black_bars_size_}; // Rectangulo negro inferior
SDL_Rect left_black_rect_ = {play_area_.x, param.game.game_area.center_y - 1, 0, 2}; // Rectangulo negro situado a la izquierda
SDL_Rect right_black_rect_ = {play_area_.x + play_area_.w, param.game.game_area.center_y - 1, 0, 2}; // Rectangulo negro situado a la derecha
SDL_Rect red_rect = play_area_; // Rectangulo rojo para delimitar la ventana
// Actualiza las variables
void update();
// Dibuja en pantalla
void render();
// Comprueba el manejador de eventos
void checkEvents();
// Comprueba las entradas
void checkInput();
// Crea la textura con el texto
void fillTextTexture();
// Dibuja todos los sprites en la textura
void fillCanvas();
// Actualiza el destino de los rectangulos de las texturas
void updateTextureDstRects();
// Tira globos al escenario
void throwBalloons();
// Inicializa los jugadores
void initPlayers();
// Actualiza los rectangulos negros
void updateBlackRects();
// Actualiza el rectangulo rojo
void updateRedRect();
// Actualiza el estado de fade
void updateAllFades();
// Establece el nivel de volumen
void setVolume(int amount);
// Reestablece el nivel de volumen
void resetVolume();
// Cambia el color del fondo
void cycleColors();
public:
// Constructor
Credits();
// Destructor
~Credits();
// Bucle principal
void run();
};

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@@ -1,7 +1,7 @@
#include "dbgtxt.h"
#include <SDL2/SDL_rect.h> // para SDL_Rect
#include <SDL2/SDL_rwops.h> // para SDL_RWFromMem
#include <SDL2/SDL_surface.h> // para SDL_LoadBMP_RW
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_rwops.h> // Para SDL_RWFromMem
#include <SDL2/SDL_surface.h> // Para SDL_LoadBMP_RW
namespace
{

View File

@@ -1,7 +1,7 @@
#pragma once
#include <SDL2/SDL_render.h> // para SDL_Renderer
#include <SDL2/SDL_stdinc.h> // para Uint8
#include <SDL2/SDL_render.h> // Para SDL_Renderer
#include <SDL2/SDL_stdinc.h> // Para Uint8
void dbg_init(SDL_Renderer *renderer);
void dbg_print(int x, int y, const char *text, Uint8 r, Uint8 g, Uint8 b);

View File

@@ -1,16 +1,15 @@
#include "define_buttons.h"
#include <utility> // Para move
#include "input.h" // Para Input, InputType
#include "input.h" // Para Input, InputAction
#include "lang.h" // Para getText
#include "options.h" // Para OptionsController, Options, options
#include "param.h" // Para Param, param, ParamGame, ParamTitle
#include "section.h" // Para Name, Options, name, options
#include "resource.h" // Para Resource
#include "text.h" // Para Text
// Constructor
DefineButtons::DefineButtons(std::unique_ptr<Text> text_)
DefineButtons::DefineButtons()
: input_(Input::get()),
text_(std::move(text_))
text_(Resource::get()->getText("8bithud"))
{
// Inicializa variables
x_ = param.game.width / 2;
@@ -62,32 +61,11 @@ void DefineButtons::bindButtons()
}
// Comprueba los eventos
void DefineButtons::checkEvents()
void DefineButtons::checkEvents(const SDL_Event &event)
{
if (enabled_)
{
SDL_Event event;
// Comprueba los eventos que hay en la cola
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
{
section::name = section::Name::QUIT;
section::options = section::Options::QUIT_WITH_KEYBOARD;
break;
}
case SDL_CONTROLLERBUTTONDOWN:
if (enabled_ && event.type == SDL_CONTROLLERBUTTONDOWN)
{
doControllerButtonDown(event.cbutton);
break;
}
default:
break;
}
}
}
}
@@ -157,9 +135,9 @@ bool DefineButtons::checkButtonNotInUse(SDL_GameControllerButton button)
void DefineButtons::clearButtons()
{
buttons_.clear();
buttons_.emplace_back(lang::getText(95), InputType::FIRE_LEFT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(96), InputType::FIRE_CENTER, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(97), InputType::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(98), InputType::START, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(99), InputType::SERVICE, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(95), InputAction::FIRE_LEFT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(96), InputAction::FIRE_CENTER, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(97), InputAction::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(98), InputAction::START, SDL_CONTROLLER_BUTTON_INVALID);
buttons_.emplace_back(lang::getText(99), InputAction::SERVICE, SDL_CONTROLLER_BUTTON_INVALID);
}

View File

@@ -8,16 +8,16 @@
#include <vector> // Para vector
class Input; // lines 8-8
class Text; // lines 9-9
enum class InputType : int; // lines 10-10
enum class InputAction : int; // lines 10-10
struct DefineButtonsButton
{
std::string label; // Texto en pantalla para el botón
InputType input; // Input asociado
InputAction input; // Input asociado
SDL_GameControllerButton button; // Botón del mando correspondiente
// Constructor
DefineButtonsButton(const std::string &lbl, InputType inp, SDL_GameControllerButton btn)
DefineButtonsButton(const std::string &lbl, InputAction inp, SDL_GameControllerButton btn)
: label(lbl), input(inp), button(btn) {}
};
@@ -58,7 +58,7 @@ private:
public:
// Constructor
explicit DefineButtons(std::unique_ptr<Text> text);
DefineButtons();
// Destructor
~DefineButtons() = default;
@@ -67,7 +67,7 @@ public:
void render();
// Comprueba los eventos
void checkEvents();
void checkEvents(const SDL_Event &event);
// Habilita el objeto
bool enable(int index);

View File

@@ -1,30 +1,33 @@
// IWYU pragma: no_include <bits/chrono.h>
#include "director.h"
#include <SDL2/SDL.h> // Para SDL_Init, SDL_Quit, SDL_INIT_EV...
#include <SDL2/SDL_audio.h> // Para AUDIO_S16
#include <SDL2/SDL_blendmode.h> // Para SDL_BLENDMODE_BLEND
#include <SDL2/SDL_error.h> // Para SDL_GetError
#include <SDL2/SDL_events.h> // Para SDL_DISABLE
#include <SDL2/SDL_gamecontroller.h> // Para SDL_CONTROLLER_BUTTON_B, SDL_CO...
#include <SDL2/SDL_hints.h> // Para SDL_SetHint, SDL_HINT_RENDER_DR...
#include <SDL2/SDL_mouse.h> // Para SDL_ShowCursor
#include <SDL2/SDL_scancode.h> // Para SDL_SCANCODE_0, SDL_SCANCODE_DOWN
#include <SDL2/SDL_stdinc.h> // Para SDL_bool, Uint32
#include <bits/chrono.h> // Para duration, system_clock
#include <SDL2/SDL_stdinc.h> // Para Uint32, SDL_bool
#include <errno.h> // Para errno, EEXIST, EACCES, ENAMETOO...
#include <stdio.h> // Para printf, perror
#include <sys/stat.h> // Para mkdir, stat, S_IRWXU
#include <unistd.h> // Para getuid
#include <algorithm> // Para min
#include <chrono> // Para chrono
#include <cstdlib> // Para exit, EXIT_FAILURE, size_t, rand
#include <iostream> // Para basic_ostream, operator<<, basi...
#include <memory> // Para make_unique, unique_ptr, make_s...
#include <memory> // Para make_unique, unique_ptr
#include <stdexcept> // Para runtime_error
#include <string> // Para operator+, char_traits, allocator
#include <vector> // Para vector
#include "asset.h" // Para Asset, AssetType
#include "credits.h" // Para Credits
#include "dbgtxt.h" // Para dbg_init
#include "game.h" // Para Game, GAME_MODE_DEMO_OFF, GAME_...
#include "global_inputs.h" // Para init
#include "hiscore_table.h" // Para HiScoreTable
#include "input.h" // Para Input, InputType
#include "input.h" // Para Input, InputAction
#include "instructions.h" // Para Instructions
#include "intro.h" // Para Intro
#include "jail_audio.h" // Para JA_SetMusicVolume, JA_SetSoundV...
@@ -33,26 +36,18 @@
#include "manage_hiscore_table.h" // Para ManageHiScoreTable
#include "notifier.h" // Para Notifier
#include "on_screen_help.h" // Para OnScreenHelp
#include "options.h" // Para Options, OptionsController, opt...
#include "options.h" // Para Options, options, OptionsContro...
#include "param.h" // Para Param, ParamGame, param, loadPa...
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "section.h" // Para Name, Options, name, options
#include "text.h" // Para Text
#include "title.h" // Para Title
#include "utils.h" // Para Overrides, overrides
#ifndef _WIN32
#include <pwd.h> // para getpwuid, passwd
#include <pwd.h> // Para getpwuid, passwd
#endif
// Inicia la semilla aleatoria
void initRand()
{
unsigned int seed = static_cast<unsigned int>(std::chrono::system_clock::now().time_since_epoch().count());
std::srand(seed);
}
// Constructor
Director::Director(int argc, const char *argv[])
{
@@ -61,8 +56,9 @@ Director::Director(int argc, const char *argv[])
section::options = section::Options::GAME_PLAY_1P;
#elif DEBUG
section::name = section::Name::LOGO;
#else
#else // NORMAL GAME
section::name = section::Name::LOGO;
section::options = section::Options::NONE;
section::attract_mode = section::AttractMode::TITLE_TO_DEMO;
#endif
@@ -74,43 +70,38 @@ Director::Director(int argc, const char *argv[])
std::cout << "Game start" << std::endl;
initRand();
// Inicia la semilla aleatoria
unsigned int seed = static_cast<unsigned int>(std::chrono::system_clock::now().time_since_epoch().count());
std::srand(seed);
// Comprueba los parametros del programa
checkProgramArguments(argc, argv);
// Crea la carpeta del sistema donde guardar datos
// Crea la carpeta del sistema donde guardar los datos persistentes
createSystemFolder("jailgames");
createSystemFolder("jailgames/coffee_crisis_arcade_edition");
// Crea el objeto que controla los ficheros de recursos
Asset::init(executable_path_);
init();
}
// Crea el indice de ficheros
setFileList();
Director::~Director()
{
close();
std::cout << "\nBye!" << std::endl;
}
// Carga el fichero de configuración
loadOptionsFile(Asset::get()->get("config.txt"));
// Inicializa todo
void Director::init()
{
Asset::init(executable_path_); // Crea el objeto que controla los ficheros de recursos
setFileList(); // Crea el indice de ficheros
loadOptionsFile(Asset::get()->get("config.txt")); // Carga el fichero de configuración
loadParams(); // Carga los parametros
loadScoreFile(); // Carga el fichero de puntuaciones
// Carga los parametros para configurar el juego
#ifdef ANBERNIC
const std::string paramFilePath = asset->get("param_320x240.txt");
#else
const std::string paramFilePath = overrides.param_file == "--320x240" ? Asset::get()->get("param_320x240.txt") : Asset::get()->get("param_320x256.txt");
#endif
loadParamsFromFile(paramFilePath);
// Carga el fichero de puntuaciones
{
auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
if (overrides.clear_hi_score_table)
manager->clear();
else
manager->loadFromFile(Asset::get()->get("score.bin"));
}
// Inicializa todo
// Inicializa y crea el resto de objetos
initSDL();
SDL_ShowCursor(SDL_DISABLE);
initJailAudio();
dbg_init(renderer_);
lang::loadFromFile(getLangFile(static_cast<lang::Code>(options.game.language)));
@@ -118,13 +109,12 @@ Director::Director(int argc, const char *argv[])
Resource::init();
Input::init(Asset::get()->get("gamecontrollerdb.txt"));
bindInputs();
auto notifier_text = std::make_shared<Text>(Resource::get()->getTexture("8bithud.png"), Resource::get()->getTextFile("8bithud.txt"));
Notifier::init(std::string(), notifier_text, Asset::get()->get("notify.wav"));
Notifier::init(std::string(), Resource::get()->getText("8bithud"));
OnScreenHelp::init();
globalInputs::init();
}
Director::~Director()
// Cierra todo
void Director::close()
{
saveOptionsFile(Asset::get()->get("config.txt"));
@@ -135,63 +125,100 @@ Director::~Director()
Notifier::destroy();
OnScreenHelp::destroy();
JA_Quit();
SDL_DestroyRenderer(renderer_);
SDL_DestroyWindow(window_);
SDL_Quit();
std::cout << "\nBye!" << std::endl;
#ifdef ARCADE
shutdownSystem(section::options == section::Options::QUIT_WITH_CONTROLLER);
#endif
}
// Carga los parametros
void Director::loadParams()
{
// Carga los parametros para configurar el juego
#ifdef ANBERNIC
const std::string paramFilePath = asset->get("param_320x240.txt");
#else
const std::string paramFilePath = overrides.param_file == "--320x240" ? Asset::get()->get("param_320x240.txt") : Asset::get()->get("param_320x256.txt");
#endif
loadParamsFromFile(paramFilePath);
}
// Carga el fichero de puntuaciones
void Director::loadScoreFile()
{
auto manager = std::make_unique<ManageHiScoreTable>(options.game.hi_score_table);
if (overrides.clear_hi_score_table)
{
manager->clear();
}
else
{
manager->loadFromFile(Asset::get()->get("score.bin"));
}
}
// Asigna los botones y teclas al objeto Input
void Director::bindInputs()
{
// Teclado - Movimiento del jugador
Input::get()->bindKey(InputType::UP, SDL_SCANCODE_UP);
Input::get()->bindKey(InputType::DOWN, SDL_SCANCODE_DOWN);
Input::get()->bindKey(InputType::LEFT, SDL_SCANCODE_LEFT);
Input::get()->bindKey(InputType::RIGHT, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_UP);
Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_DOWN);
Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_LEFT);
Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_RIGHT);
Input::get()->bindKey(InputType::FIRE_LEFT, SDL_SCANCODE_Q);
Input::get()->bindKey(InputType::FIRE_CENTER, SDL_SCANCODE_W);
Input::get()->bindKey(InputType::FIRE_RIGHT, SDL_SCANCODE_E);
Input::get()->bindKey(InputAction::FIRE_LEFT, SDL_SCANCODE_Q);
Input::get()->bindKey(InputAction::FIRE_CENTER, SDL_SCANCODE_W);
Input::get()->bindKey(InputAction::FIRE_RIGHT, SDL_SCANCODE_E);
Input::get()->bindKey(InputType::START, SDL_SCANCODE_RETURN);
Input::get()->bindKey(InputAction::START, SDL_SCANCODE_RETURN);
// Teclado - Control del programa
Input::get()->bindKey(InputType::SERVICE, SDL_SCANCODE_0);
Input::get()->bindKey(InputType::EXIT, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(InputType::PAUSE, SDL_SCANCODE_P);
Input::get()->bindKey(InputType::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
Input::get()->bindKey(InputType::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
Input::get()->bindKey(InputType::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
Input::get()->bindKey(InputType::VIDEO_SHADERS, SDL_SCANCODE_F4);
Input::get()->bindKey(InputType::MUTE, SDL_SCANCODE_F5);
Input::get()->bindKey(InputType::SHOWINFO, SDL_SCANCODE_F6);
Input::get()->bindKey(InputType::RESET, SDL_SCANCODE_F10);
Input::get()->bindKey(InputAction::SERVICE, SDL_SCANCODE_0);
Input::get()->bindKey(InputAction::EXIT, SDL_SCANCODE_ESCAPE);
Input::get()->bindKey(InputAction::PAUSE, SDL_SCANCODE_P);
Input::get()->bindKey(InputAction::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
Input::get()->bindKey(InputAction::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
Input::get()->bindKey(InputAction::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
Input::get()->bindKey(InputAction::VIDEO_SHADERS, SDL_SCANCODE_F4);
Input::get()->bindKey(InputAction::VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
Input::get()->bindKey(InputAction::MUTE, SDL_SCANCODE_F6);
Input::get()->bindKey(InputAction::AUTO_FIRE, SDL_SCANCODE_F7);
Input::get()->bindKey(InputAction::CHANGE_LANG, SDL_SCANCODE_F8);
Input::get()->bindKey(InputAction::RESET, SDL_SCANCODE_F10);
Input::get()->bindKey(InputAction::SHOW_INFO, SDL_SCANCODE_F12);
// Asigna botones a inputs
const int num_gamepads = Input::get()->getNumControllers();
for (int i = 0; i < num_gamepads; ++i)
const int NUM_GAMEPADS = Input::get()->getNumControllers();
for (int i = 0; i < NUM_GAMEPADS; ++i)
{
// Mando - Movimiento del jugador
Input::get()->bindGameControllerButton(i, InputType::UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
Input::get()->bindGameControllerButton(i, InputType::DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
Input::get()->bindGameControllerButton(i, InputType::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
Input::get()->bindGameControllerButton(i, InputType::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
Input::get()->bindGameControllerButton(i, InputAction::UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
Input::get()->bindGameControllerButton(i, InputAction::DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
Input::get()->bindGameControllerButton(i, InputType::FIRE_LEFT, SDL_CONTROLLER_BUTTON_X);
Input::get()->bindGameControllerButton(i, InputType::FIRE_CENTER, SDL_CONTROLLER_BUTTON_Y);
Input::get()->bindGameControllerButton(i, InputType::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_B);
Input::get()->bindGameControllerButton(i, InputAction::FIRE_LEFT, SDL_CONTROLLER_BUTTON_X);
Input::get()->bindGameControllerButton(i, InputAction::FIRE_CENTER, SDL_CONTROLLER_BUTTON_Y);
Input::get()->bindGameControllerButton(i, InputAction::FIRE_RIGHT, SDL_CONTROLLER_BUTTON_B);
Input::get()->bindGameControllerButton(i, InputType::START, SDL_CONTROLLER_BUTTON_START);
Input::get()->bindGameControllerButton(i, InputAction::START, SDL_CONTROLLER_BUTTON_START);
// Mando - Control del programa
Input::get()->bindGameControllerButton(i, InputType::SERVICE, SDL_CONTROLLER_BUTTON_BACK);
Input::get()->bindGameControllerButton(i, InputAction::SERVICE, SDL_CONTROLLER_BUTTON_BACK);
}
// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
const size_t max_controllers = std::min(2, num_gamepads);
const size_t max_controllers = std::min(2, NUM_GAMEPADS);
for (size_t i = 0; i < max_controllers; ++i)
{
for (auto &controller : options.controllers)
@@ -207,16 +234,16 @@ void Director::bindInputs()
}
// Asigna botones a inputs desde otros inputs
for (int i = 0; i < num_gamepads; ++i)
for (int i = 0; i < NUM_GAMEPADS; ++i)
{
Input::get()->bindGameControllerButton(i, InputType::EXIT, InputType::START);
Input::get()->bindGameControllerButton(i, InputType::RESET, InputType::FIRE_CENTER);
Input::get()->bindGameControllerButton(i, InputType::PAUSE, InputType::FIRE_RIGHT);
Input::get()->bindGameControllerButton(i, InputType::VIDEO_SHADERS, InputType::FIRE_LEFT);
Input::get()->bindGameControllerButton(i, InputType::MUTE, InputType::LEFT);
Input::get()->bindGameControllerButton(i, InputType::SHOWINFO, InputType::RIGHT);
Input::get()->bindGameControllerButton(i, InputType::CONFIG, InputType::DOWN);
Input::get()->bindGameControllerButton(i, InputType::SWAP_CONTROLLERS, InputType::UP);
Input::get()->bindGameControllerButton(i, InputAction::EXIT, InputAction::START);
Input::get()->bindGameControllerButton(i, InputAction::RESET, InputAction::FIRE_CENTER);
Input::get()->bindGameControllerButton(i, InputAction::PAUSE, InputAction::FIRE_RIGHT);
Input::get()->bindGameControllerButton(i, InputAction::VIDEO_SHADERS, InputAction::FIRE_LEFT);
Input::get()->bindGameControllerButton(i, InputAction::MUTE, InputAction::LEFT);
Input::get()->bindGameControllerButton(i, InputAction::SHOW_INFO, InputAction::RIGHT);
Input::get()->bindGameControllerButton(i, InputAction::CONFIG, InputAction::DOWN);
Input::get()->bindGameControllerButton(i, InputAction::SWAP_CONTROLLERS, InputAction::UP);
}
// Guarda las asignaciones de botones en las opciones de los dos primeros mandos
@@ -270,21 +297,17 @@ bool Director::initSDL()
}
else
{
/*
// Muestra información de la pantalla
std::cout << "\nDisplay modes list:" << std::endl;
for (int i = 0; i < SDL_GetNumDisplayModes(0); ++i)
{
SDL_DisplayMode DM;
SDL_GetDisplayMode(0,i,&DM);
std::cout << " - " << DM.w << "x" << DM.h << " @ " << DM.refresh_rate << "Hz" << std::endl;
}
*/
// Obtiene información sobre la pantalla
SDL_DisplayMode DM;
SDL_GetCurrentDisplayMode(0, &DM);
// Calcula el máximo factor de zoom que se puede aplicar a la pantalla
options.video.window.max_zoom = std::min(DM.w / param.game.width, DM.h / param.game.height);
options.video.window.zoom = std::min(options.video.window.zoom, options.video.window.max_zoom);
// Muestra información sobre el tamaño de la pantalla y de la ventana de juego
std::cout << "\nCurrent display mode: " << DM.w << "x" << DM.h << " @ " << DM.refresh_rate << "Hz" << std::endl;
std::cout << "Window resolution : " << param.game.width << "x" << param.game.height << " x" << options.video.window.size << std::endl;
std::cout << "Window resolution : " << param.game.width << "x" << param.game.height << " x" << options.video.window.zoom << std::endl;
// Establece el filtro de la textura
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(static_cast<int>(options.video.filter)).c_str()))
@@ -292,15 +315,13 @@ bool Director::initSDL()
std::cout << "Warning: texture filtering not enabled!\n";
}
#ifndef NO_SHADERS
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"))
{
std::cout << "Warning: opengl not enabled!\n";
}
#endif
// Crea la ventana
window_ = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, param.game.width * options.video.window.size, param.game.height * options.video.window.size, SDL_WINDOW_HIDDEN);
window_ = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, param.game.width * options.video.window.zoom, param.game.height * options.video.window.zoom, SDL_WINDOW_HIDDEN);
if (!window_)
{
std::cout << "Window could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
@@ -315,10 +336,8 @@ bool Director::initSDL()
flags = SDL_RENDERER_PRESENTVSYNC;
}
#ifndef NO_SHADERS
// La aceleración se activa según el define
flags = flags | SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
#endif
renderer_ = SDL_CreateRenderer(window_, -1, flags);
@@ -332,6 +351,7 @@ bool Director::initSDL()
SDL_SetRenderDrawColor(renderer_, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderSetLogicalSize(renderer_, param.game.width, param.game.height);
SDL_RenderSetIntegerScale(renderer_, static_cast<SDL_bool>(options.video.integer_scale));
SDL_SetWindowFullscreen(window_, static_cast<Uint32>(options.video.mode));
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
}
}
@@ -363,6 +383,7 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/music/intro.ogg", AssetType::MUSIC);
Asset::get()->add(prefix + "/data/music/playing.ogg", AssetType::MUSIC);
Asset::get()->add(prefix + "/data/music/title.ogg", AssetType::MUSIC);
Asset::get()->add(prefix + "/data/music/credits.ogg", AssetType::MUSIC);
// Sonidos
Asset::get()->add(prefix + "/data/sound/balloon.wav", AssetType::SOUND);
@@ -371,19 +392,32 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/sound/bubble3.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bubble4.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/bullet.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/coffeeout.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/hiscore.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/itemdrop.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/itempickup.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/clock.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/powerball.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/coffee_out.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/continue_clock.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/game_start.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/hi_score_achieved.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/item_drop.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/item_pickup.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/logo.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/notify.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/player_collision.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/power_ball_explosion.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/stage_change.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/tabe.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/title.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_coffee.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_no.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/voice_power_up.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/walk.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/debian_drop.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/debian_pickup.wav", AssetType::SOUND);
Asset::get()->add(prefix + "/data/sound/tabe_hit.wav", AssetType::SOUND);
// Shaders
Asset::get()->add(prefix + "/data/shaders/crtpi.glsl", AssetType::DATA);
Asset::get()->add(prefix + "/data/shaders/crtpi_256.glsl", AssetType::DATA);
Asset::get()->add(prefix + "/data/shaders/crtpi_240.glsl", AssetType::DATA);
// Texturas
@@ -422,6 +456,11 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/gfx/bullet/bullet.png", AssetType::BITMAP);
}
{ // Tabe
Asset::get()->add(prefix + "/data/gfx/tabe/tabe.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/tabe/tabe.ani", AssetType::ANIMATION);
}
{ // Juego
Asset::get()->add(prefix + "/data/gfx/game/game_buildings.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game/game_clouds1.png", AssetType::BITMAP);
@@ -429,10 +468,17 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/gfx/game/game_grass.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game/game_power_meter.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game/game_sky_colors.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game/game_sun.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/game/game_moon.png", AssetType::BITMAP);
}
{ // Intro
Asset::get()->add(prefix + "/data/gfx/intro/intro.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/intro/intro1.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/intro/intro2.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/intro/intro3.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/intro/intro4.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/intro/intro5.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/intro/intro6.png", AssetType::BITMAP);
}
{ // Logo
@@ -452,6 +498,8 @@ void Director::setFileList()
Asset::get()->add(prefix + "/data/gfx/item/item_clock.ani", AssetType::ANIMATION);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee.ani", AssetType::ANIMATION);
Asset::get()->add(prefix + "/data/gfx/item/item_debian.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/item/item_debian.ani", AssetType::ANIMATION);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee_machine.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/item/item_coffee_machine.ani", AssetType::ANIMATION);
}
@@ -467,17 +515,17 @@ void Director::setFileList()
{ // Jugador 1
Asset::get()->add(prefix + "/data/gfx/player/player1.gif", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/player/player1_one_coffee_palette.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player1_two_coffee_palette.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player1_all_white_palette.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player1_1_coffee_palette.gif", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player1_2_coffee_palette.gif", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player1_invencible_palette.gif", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player1_power.png", AssetType::BITMAP);
}
{ // Jugador 2
Asset::get()->add(prefix + "/data/gfx/player/player2.gif", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/gfx/player/player2_one_coffee_palette.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player2_two_coffee_palette.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player2_all_white_palette.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player2_1_coffee_palette.gif", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player2_2_coffee_palette.gif", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player2_invencible_palette.gif", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/gfx/player/player2_power.png", AssetType::BITMAP);
}
@@ -489,13 +537,15 @@ void Director::setFileList()
// Fuentes de texto
Asset::get()->add(prefix + "/data/font/8bithud.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/8bithud.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/nokia.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/nokia.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/smb2.gif", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/smb2_palette1.pal", AssetType::PALETTE);
Asset::get()->add(prefix + "/data/font/smb2.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/04b_25.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/04b_25.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/04b_25_2x.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/04b_25_2x.txt", AssetType::FONT);
Asset::get()->add(prefix + "/data/font/04b_25_metal.png", AssetType::BITMAP);
Asset::get()->add(prefix + "/data/font/04b_25_grey.png", AssetType::BITMAP);
// Textos
Asset::get()->add(prefix + "/data/lang/es_ES.txt", AssetType::LANG);
@@ -504,7 +554,9 @@ void Director::setFileList()
// Si falta algun fichero, sale del programa
if (!Asset::get()->check())
{
throw std::runtime_error("Falta algun fichero");
}
}
// Comprueba los parametros del programa
@@ -615,7 +667,7 @@ void Director::runGame()
{
const auto player_id = section::options == section::Options::GAME_PLAY_1P ? 1 : 2;
#ifdef DEBUG
constexpr auto current_stage = 9;
constexpr auto current_stage = 0;
#else
constexpr auto current_stage = 0;
#endif
@@ -630,6 +682,13 @@ void Director::runInstructions()
instructions->run();
}
// Ejecuta la sección donde se muestran los creditos del programa
void Director::runCredits()
{
auto credits = std::make_unique<Credits>();
credits->run();
}
// Ejecuta la sección donde se muestra la tabla de puntuaciones
void Director::runHiScoreTable()
{
@@ -646,6 +705,18 @@ void Director::runDemoGame()
game->run();
}
// Ejecuta la sección init
void Director::runInit()
{
JA_StopMusic();
JA_StopChannel(-1);
if (section::options == section::Options::RELOAD || true)
{
Resource::get()->reload();
}
section::name = section::Name::LOGO;
}
int Director::run()
{
// Bucle principal
@@ -654,7 +725,7 @@ int Director::run()
switch (section::name)
{
case section::Name::INIT:
section::name = section::Name::LOGO;
runInit();
break;
case section::Name::LOGO:
runLogo();
@@ -677,6 +748,9 @@ int Director::run()
case section::Name::INSTRUCTIONS:
runInstructions();
break;
case section::Name::CREDITS:
runCredits();
break;
default:
break;
}
@@ -702,11 +776,6 @@ int Director::run()
// Habilita de nuevo los std::cout
std::cout.rdbuf(orig_buf);
#endif
#ifdef ARCADE
// Comprueba si ha de apagar el sistema
if (section::options == section::Options::QUIT_WITH_CONTROLLER)
shutdownSystem();
#endif
return (section::options == section::Options::QUIT_WITH_CONTROLLER) ? 1 : 0;
}
@@ -734,20 +803,23 @@ std::string Director::getLangFile(lang::Code code)
#ifdef ARCADE
// Apaga el sistema
void Director::shutdownSystem()
void Director::shutdownSystem(bool shouldShutdown)
{
if (shouldShutdown)
{
#ifdef _WIN32
// Apaga el sistema en Windows
system("shutdown /s /t 0");
system("shutdown /s /t 5");
#elif __APPLE__
// Apaga el sistema en macOS
system("sudo shutdown -h now");
system("sudo shutdown -h +0.1");
#elif __linux__
// Apaga el sistema en Linux
system("shutdown -h now");
system("sleep 5; shutdown -h now");
#else
// Sistema operativo no compatible
#error "Sistema operativo no soportado"
#endif
}
}
#endif // ARCADE

View File

@@ -58,19 +58,37 @@ private:
// Ejecuta la sección donde se muestran las instrucciones
void runInstructions();
// Ejecuta la sección donde se muestran los creditos del programa
void runCredits();
// Ejecuta la sección donde se muestra la tabla de puntuaciones
void runHiScoreTable();
// Ejecuta el juego en modo demo
void runDemoGame();
// Ejecuta la sección init
void runInit();
// Obtiene una fichero a partir de un lang::Code
std::string getLangFile(lang::Code code);
#ifdef ARCADE
// Apaga el sistema
void shutdownSystem();
void shutdownSystem(bool shouldShutdown);
#endif
// Inicializa todo
void init();
// Cierra todo
void close();
// Carga los parametros
void loadParams();
// Carga el fichero de puntuaciones
void loadScoreFile();
public:
// Constructor
Director(int argc, const char *argv[]);

View File

@@ -1,93 +1,159 @@
#include "enter_name.h"
#include <stddef.h> // Para size_t
#include <algorithm> // Para max, min
#include "utils.h" // Para trim
// Constructor
EnterName::EnterName()
{
init();
}
: character_list_(" ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.-+-*/=?¿<>!\"#$%&/()"),
character_index_{0} {}
// Inicializa el objeto
void EnterName::init()
void EnterName::init(const std::string &name)
{
// Obtiene el puntero al nombre
// No se pasa ningún nombre
if (name.empty())
{
name_ = "A";
// Inicia la lista de caracteres permitidos
character_list_ = " ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789.-+-*/=?¿<>!\"#$%&/()";
position_ = 0;
num_characters_ = static_cast<int>(character_list_.size());
position_overflow_ = false;
}
// Se pasa un nombre
else
{
name_ = name;
position_ = name_.length();
position_overflow_ = position_ >= MAX_NAME_LENGHT ? true : false;
}
// Pone la lista de indices para que refleje el nombre
updateCharacterIndex();
// Actualiza el nombre para que ocupe 8 espacios
updateName();
// Inicializa el vector de indices con el nombre y espacios
initCharacterIndex(name_);
}
// Incrementa la posición
void EnterName::incPosition()
{
position_++;
position_ = std::min(position_, NAME_LENGHT - 1);
checkIfPositionHasBeenUsed();
if (position_overflow_)
{
// Si ya estamos en overflow, no incrementamos más.
return;
}
++position_;
if (position_ >= MAX_NAME_LENGHT)
{
position_ = MAX_NAME_LENGHT; // Mantenemos en el índice máximo válido.
position_overflow_ = true; // Activamos el flag de overflow.
}
else if (position_ > 0) // No es necesario verificar position_ < MAX_NAME_LENGHT
{
// Copiamos el índice del carácter anterior si es posible.
character_index_[position_] = character_index_[position_ - 1];
}
else
{
// Si position_ es 0, inicializamos el carácter actual.
character_index_[position_] = 0;
}
updateNameFromCharacterIndex();
}
// Decrementa la posición
void EnterName::decPosition()
{
if (position_overflow_)
{
// Si estaba en overflow, lo desactivamos y mantenemos position_ en el máximo.
position_overflow_ = false;
position_ = MAX_NAME_LENGHT - 1;
}
else
{
if (position_ > 0)
{
--position_;
position_ = std::max(position_, 0);
// Limpiamos el carácter siguiente si el índice es válido.
if (position_ + 1 < MAX_NAME_LENGHT)
{
character_index_[position_ + 1] = 0;
}
}
else
{
// Si position_ es 0, aseguramos que no vaya a ser negativo y limpiamos el carácter actual.
position_ = 0;
character_index_[position_] = 0;
}
// Si position_ es menor que NAME_LENGHT, aseguramos que el overflow esté desactivado.
if (position_ < MAX_NAME_LENGHT)
{
position_overflow_ = false;
}
}
updateNameFromCharacterIndex();
}
// Incrementa el índice
void EnterName::incIndex()
{
if (position_overflow_)
{
return;
}
++character_index_[position_];
if (character_index_[position_] >= num_characters_)
if (character_index_[position_] >= static_cast<int>(character_list_.size()))
{
character_index_[position_] = 0;
}
updateName();
updateNameFromCharacterIndex();
}
// Decrementa el índice
void EnterName::decIndex()
{
if (position_overflow_)
{
return;
}
--character_index_[position_];
if (character_index_[position_] < 0)
{
character_index_[position_] = num_characters_ - 1;
character_index_[position_] = character_list_.size() - 1;
}
updateName();
updateNameFromCharacterIndex();
}
// Actualiza el nombre a partir de la lista de índices
void EnterName::updateName()
void EnterName::updateNameFromCharacterIndex()
{
name_.clear();
for (int i = 0; i < NAME_LENGHT; ++i)
for (int i = 0; i < MAX_NAME_LENGHT; ++i)
{
name_.push_back(character_list_[character_index_[i]]);
}
name_ = trim(name_);
}
// Actualiza la variable
void EnterName::updateCharacterIndex()
void EnterName::initCharacterIndex(const std::string &name)
{
// Rellena de espacios y marca como no usados
for (size_t i = 0; i < NAME_LENGHT; ++i)
// Rellena de espacios
for (size_t i = 0; i < MAX_NAME_LENGHT; ++i)
{
character_index_[i] = 0;
position_has_been_used_[i] = false;
}
// Coloca los índices en función de los caracteres que forman el nombre
for (size_t i = 0; i < name_.size(); ++i)
for (size_t i = 0; i < name.substr(0, MAX_NAME_LENGHT).size(); ++i)
{
character_index_[i] = findIndex(name_.at(i));
position_has_been_used_[i] = true;
character_index_[i] = findIndex(name.at(i));
}
}
@@ -95,31 +161,11 @@ void EnterName::updateCharacterIndex()
int EnterName::findIndex(char character) const
{
for (size_t i = 0; i < character_list_.size(); ++i)
{
if (character == character_list_.at(i))
{
return i;
}
}
return 0;
}
// Obtiene el nombre
std::string EnterName::getName() const
{
return name_;
}
// Obtiene la posición que se está editando
int EnterName::getPosition() const
{
return position_;
}
// Comprueba la posición y copia el caracter si es necesario
void EnterName::checkIfPositionHasBeenUsed()
{
auto used = position_has_been_used_[position_];
if (!used && position_ > 0)
character_index_[position_] = character_index_[position_ - 1];
position_has_been_used_[position_] = true;
updateName();
}

View File

@@ -1,8 +1,10 @@
#pragma once
#include <string>
#include <array>
#include "utils.h"
constexpr int NAME_LENGHT = 8;
constexpr int MAX_NAME_LENGHT = 6;
/*
Un array, "characterList", contiene la lista de caracteres
@@ -18,23 +20,19 @@ class EnterName
private:
std::string character_list_; // Lista de todos los caracteres permitidos
std::string name_; // Nombre introducido
int position_; // Posición a editar del nombre
int num_characters_; // Cantidad de caracteres de la lista de caracteres
int character_index_[NAME_LENGHT]; // Indice de la lista para cada uno de los caracteres que forman el nombre
bool position_has_been_used_[NAME_LENGHT]; // Indica si en esa posición se ha puesto ya alguna letra. Se utiliza para replicar la letra anterior la primera vez
int position_ = 0; // Posición a editar del nombre
bool position_overflow_ = false; // Indica si hemos incrementado la posición más allá del límite
std::array<int, MAX_NAME_LENGHT> character_index_; // Indice de la lista para cada uno de los caracteres que forman el nombre
// Actualiza el nombre a partir de la lista de índices
void updateName();
void updateNameFromCharacterIndex();
// Actualiza la variable
void updateCharacterIndex();
void initCharacterIndex(const std::string &name);
// Encuentra el indice de un caracter en "characterList"
int findIndex(char character) const;
// Comprueba la posición y copia el caracter si es necesario
void checkIfPositionHasBeenUsed();
public:
// Constructor
EnterName();
@@ -43,7 +41,7 @@ public:
~EnterName() = default;
// Inicializa el objeto
void init();
void init(const std::string &name = "");
// Incrementa la posición
void incPosition();
@@ -57,9 +55,9 @@ public:
// Decrementa el índice
void decIndex();
// Obtiene el nombre
std::string getName() const;
// Obtiene la posición que se está editando
int getPosition() const;
// Getters
std::string getFinalName() const { return trim(name_.substr(0, position_)); }
std::string getCurrentName() const { return trim(name_); }
int getPosition() const { return position_; }
bool getPositionOverflow() const { return position_overflow_; }
};

View File

@@ -22,7 +22,6 @@ Fade::Fade()
Fade::~Fade()
{
SDL_DestroyTexture(backbuffer_);
backbuffer_ = nullptr;
}
// Inicializa las variables
@@ -30,15 +29,15 @@ void Fade::init()
{
type_ = FadeType::CENTER;
mode_ = FadeMode::OUT;
enabled_ = false;
finished_ = false;
counter_ = 0;
r_ = 0;
g_ = 0;
b_ = 0;
a_ = 0;
post_duration_ = 20;
post_duration_ = 0;
post_counter_ = 0;
pre_duration_ = 0;
pre_counter_ = 0;
num_squares_width_ = param.fade.num_squares_width;
num_squares_height_ = param.fade.num_squares_height;
fade_random_squares_delay_ = param.fade.random_squares_delay;
@@ -48,15 +47,14 @@ void Fade::init()
// Resetea algunas variables para volver a hacer el fade sin perder ciertos parametros
void Fade::reset()
{
enabled_ = false;
finished_ = false;
state_ = FadeState::NOT_ENABLED;
counter_ = 0;
}
// Pinta una transición en pantalla
void Fade::render()
{
if (enabled_ || finished_)
if (state_ != FadeState::NOT_ENABLED)
{
SDL_RenderCopy(renderer_, backbuffer_, nullptr, nullptr);
}
@@ -65,7 +63,20 @@ void Fade::render()
// Actualiza las variables internas
void Fade::update()
{
if (enabled_)
if (state_ == FadeState::PRE)
{
// Actualiza el contador
if (pre_counter_ == pre_duration_)
{
state_ = FadeState::FADING;
}
else
{
pre_counter_++;
}
}
if (state_ == FadeState::FADING)
{
switch (type_)
{
@@ -79,7 +90,7 @@ void Fade::update()
// Comprueba si ha terminado
if (counter_ >= 255 / 4)
{
finished_ = true;
state_ = FadeState::POST;
}
break;
@@ -100,6 +111,8 @@ void Fade::update()
SDL_RenderFillRect(renderer_, &rect1_);
SDL_RenderFillRect(renderer_, &rect2_);
value_ = calculateValue(0, counter_, i);
}
// Deja el renderizador como estaba
@@ -108,7 +121,7 @@ void Fade::update()
// Comprueba si ha terminado
if ((counter_ * 4) > param.game.height)
{
finished_ = true;
state_ = FadeState::POST;
a_ = 255;
}
break;
@@ -118,31 +131,33 @@ void Fade::update()
{
if (counter_ % fade_random_squares_delay_ == 0)
{
// Dibuja sobre el backbuffer_
// Cambia el renderizador al backbuffer_ y modifica sus opciones
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_BlendMode blend_mode;
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
// Dibuja el cuadrado correspondiente
const int index = std::min(counter_ / fade_random_squares_delay_, (num_squares_width_ * num_squares_height_) - 1);
const int INDEX = std::min(counter_ / fade_random_squares_delay_, (num_squares_width_ * num_squares_height_) - 1);
for (int i = 0; i < fade_random_squares_mult_; ++i)
{
const int index2 = std::min(index * fade_random_squares_mult_ + i, (int)square_.size() - 1);
SDL_RenderFillRect(renderer_, &square_[index2]);
const int INDEX2 = std::min(INDEX * fade_random_squares_mult_ + i, (int)square_.size() - 1);
SDL_RenderFillRect(renderer_, &square_[INDEX2]);
}
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
// Deja el renderizador como estaba
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
}
value_ = calculateValue(0, static_cast<int>(num_squares_width_ * num_squares_height_), static_cast<int>(counter_ * fade_random_squares_mult_ / fade_random_squares_delay_));
// Comprueba si ha terminado
if (counter_ * fade_random_squares_mult_ / fade_random_squares_delay_ >= num_squares_width_ * num_squares_height_)
{
finished_ = true;
state_ = FadeState::POST;
}
break;
@@ -150,64 +165,88 @@ void Fade::update()
case FadeType::VENETIAN:
{
// Counter debe ir de 0 a 150
// Counter debe ir de 0 a 150 <-- comprobar si esto es aún cierto
if (square_.back().h < param.fade.venetian_size)
{
// Dibuja sobre el backbuffer_
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
SDL_BlendMode blend_mode;
SDL_GetRenderDrawBlendMode(renderer_, &blend_mode);
SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
for (auto rect : square_)
// Dibuja el cuadrado correspondiente
for (const auto rect : square_)
{
SDL_RenderFillRect(renderer_, &rect);
}
// Deja el renderizador como estaba
SDL_SetRenderDrawBlendMode(renderer_, blend_mode);
SDL_SetRenderTarget(renderer_, temp);
const auto h = counter_ / 3;
for (int i = 0; i < (int)square_.size(); ++i)
// Modifica el tamaño de los rectangulos
const auto h = counter_ / 2;
for (size_t i = 0; i < square_.size(); ++i)
{
// A partir del segundo rectangulo se pinta en función del anterior
square_[i].h = i == 0 ? h : std::max(square_[i - 1].h - 3, 0);
square_.at(i).h = i == 0 ? h : std::max(square_.at(i - 1).h - 2, 0);
}
int completed = 0;
for (const auto &square : square_)
{
if (square.h >= param.fade.venetian_size)
{
++completed;
}
}
value_ = calculateValue(0, square_.size() - 1, completed);
}
else
{
finished_ = true;
state_ = FadeState::POST;
}
break;
}
default:
break;
}
counter_++;
}
if (finished_)
if (state_ == FadeState::POST)
{
// Actualiza el contador
post_counter_ == post_duration_ ? enabled_ = false : post_counter_++;
if (post_counter_ == post_duration_)
{
state_ = FadeState::FINISHED;
}
else
{
post_counter_++;
}
// Deja el backbuffer_ todo del mismo color
cleanBackbuffer(r_, g_, b_, a_);
}
counter_++;
}
}
// Activa el fade
void Fade::activate()
{
// Si ya está habilitado, no hay que volverlo a activar
if (enabled_)
if (state_ != FadeState::NOT_ENABLED)
{
return;
}
enabled_ = true;
finished_ = false;
state_ = FadeState::PRE;
counter_ = 0;
post_counter_ = 0;
pre_counter_ = 0;
switch (type_)
{
@@ -251,12 +290,8 @@ void Fade::activate()
}
// Limpia la textura
auto temp = SDL_GetRenderTarget(renderer_);
SDL_SetRenderTarget(renderer_, backbuffer_);
a_ = mode_ == FadeMode::OUT ? 0 : 255;
SDL_SetRenderDrawColor(renderer_, r_, g_, b_, a_);
SDL_RenderClear(renderer_);
SDL_SetRenderTarget(renderer_, temp);
cleanBackbuffer(r_, g_, b_, a_);
// Deja el color listo para usar
a_ = mode_ == FadeMode::OUT ? 255 : 0;
@@ -266,12 +301,16 @@ void Fade::activate()
case FadeType::VENETIAN:
{
cleanBackbuffer(0, 0, 0, 0);
rect1_ = {0, 0, param.game.width, 0};
square_.clear();
a_ = 255;
// Limpia la textura
a_ = mode_ == FadeMode::OUT ? 0 : 255;
cleanBackbuffer(r_, g_, b_, a_);
// Deja el color listo para usar
a_ = mode_ == FadeMode::OUT ? 255 : 0;
// Añade los cuadrados al vector
square_.clear();
rect1_ = {0, 0, param.game.width, 0};
const int max = param.game.height / param.fade.venetian_size;
for (int i = 0; i < max; ++i)
@@ -285,31 +324,6 @@ void Fade::activate()
}
}
// Comprueba si está activo
bool Fade::isEnabled() const
{
return enabled_;
}
// Comprueba si ha terminado la transicion
bool Fade::hasEnded() const
{
// Ha terminado cuando ha finalizado la transición y se ha deshabilitado
return !enabled_ && finished_;
}
// Establece el tipo de fade
void Fade::setType(FadeType type)
{
type_ = type;
}
// Establece el modo de fade
void Fade::setMode(FadeMode mode)
{
mode_ = mode;
}
// Establece el color del fade
void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
{
@@ -318,12 +332,6 @@ void Fade::setColor(Uint8 r, Uint8 g, Uint8 b)
b_ = b;
}
// Establece la duración posterior
void Fade::setPost(int value)
{
post_duration_ = value;
}
// Limpia el backbuffer
void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
@@ -338,3 +346,19 @@ void Fade::cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
// Vuelve a dejar el renderizador como estaba
SDL_SetRenderTarget(renderer_, temp);
}
// Calcula el valor del estado del fade
int Fade::calculateValue(int min, int max, int current)
{
if (current < min)
{
return 0;
}
if (current > max)
{
return 100;
}
return static_cast<int>(100.0 * (current - min) / (max - min));
}

View File

@@ -1,9 +1,9 @@
#pragma once
#include <SDL2/SDL_rect.h> // para SDL_Rect
#include <SDL2/SDL_render.h> // para SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // para Uint8, Uint16
#include <vector> // para vector
#include <SDL2/SDL_rect.h> // Para SDL_Rect
#include <SDL2/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // Para Uint8, Uint16
#include <vector> // Para vector
// Tipos de fundido
enum class FadeType : Uint8
@@ -21,6 +21,16 @@ enum class FadeMode : Uint8
OUT = 1,
};
// Estados del objeto
enum class FadeState : Uint8
{
NOT_ENABLED = 0,
PRE = 1,
FADING = 2,
POST = 3,
FINISHED = 4,
};
// Clase Fade
class Fade
{
@@ -32,9 +42,8 @@ private:
// Variables
FadeType type_; // Tipo de fade a realizar
FadeMode mode_; // Modo de fade a realizar
FadeState state_ = FadeState::NOT_ENABLED; // Estado actual del objeto
Uint16 counter_; // Contador interno
bool enabled_; // Indica si el fade está activo
bool finished_; // Indica si ha terminado la transición
Uint8 r_, g_, b_, a_; // Colores para el fade
SDL_Rect rect1_; // Rectangulo usado para crear los efectos de transición
SDL_Rect rect2_; // Rectangulo usado para crear los efectos de transición
@@ -43,8 +52,11 @@ private:
std::vector<SDL_Rect> square_; // Vector con los indices de los cuadrados para el FadeType::RANDOM_SQUARE
int fade_random_squares_delay_; // Duración entre cada pintado de cuadrados
int fade_random_squares_mult_; // Cantidad de cuadrados que se pintaran cada vez
int post_duration_; // Duración posterior del fade tras finalizar
int post_counter_; // Contador para la duración posterior
int post_duration_ = 0; // Duración posterior del fade tras finalizar
int post_counter_ = 0; // Contador para la duración posterior
int pre_duration_ = 0; // Duración previa del fade antes de iniciar
int pre_counter_ = 0; // Contador para la duración previa
int value_ = 0; // Estado actual del fade entre 0 y 100
// Inicializa las variables
void init();
@@ -52,6 +64,9 @@ private:
// Limpia el backbuffer
void cleanBackbuffer(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
// Calcula el valor del estado del fade
int calculateValue(int min, int max, int current);
public:
// Constructor
Fade();
@@ -71,21 +86,17 @@ public:
// Activa el fade
void activate();
// Comprueba si ha terminado la transicion
bool hasEnded() const;
// Comprueba si está activo
bool isEnabled() const;
// Establece el tipo de fade
void setType(FadeType type);
// Establece el modo de fade
void setMode(FadeMode mode);
// Establece el color del fade
void setColor(Uint8 r, Uint8 g, Uint8 b);
// Establece la duración posterior
void setPost(int value);
// Getters
int getValue() const { return value_; }
bool isEnabled() const { return state_ != FadeState::NOT_ENABLED; }
bool hasEnded() const { return state_ == FadeState::FINISHED; }
// Setters
void setType(FadeType type) { type_ = type; }
void setMode(FadeMode mode) { mode_ = mode; }
void setPostDuration(int value) { post_duration_ = value; }
void setPreDuration(int value) { pre_duration_ = value; }
};

File diff suppressed because it is too large Load Diff

View File

@@ -2,30 +2,30 @@
#include <SDL2/SDL_render.h> // Para SDL_Renderer, SDL_Texture
#include <SDL2/SDL_stdinc.h> // Para Uint32, Uint8
#include <SDL2/SDL_events.h> // Para SDL_PollEvent, SDL_Event, SDL_KEYDOWN
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include <vector> // Para vector
#include "balloon.h" // Para Balloon
#include "manage_hiscore_table.h" // Para HiScoreEntry
#include "options.h" // Para Options, OptionsGame, options
#include "player.h" // Para Player
#include "utils.h" // Para Demo
class Asset; // lines 14-14
class Background; // lines 15-15
class BalloonFormations; // lines 16-16
class Bullet; // lines 17-17
class Explosions; // lines 18-18
class Fade; // lines 19-19
class Input; // lines 20-20
class Item; // lines 21-21
class PathSprite; // lines 22-22
class Scoreboard; // lines 23-23
class Screen; // lines 24-24
class SmartSprite; // lines 25-25
class Texture; // lines 27-27
enum class BulletType : Uint8; // lines 28-28
enum class ItemType; // lines 29-29
struct Path;
class Asset; // lines 13-13
class Background; // lines 14-14
class BalloonManager;
class Tabe;
class Bullet; // lines 15-15
class Fade; // lines 16-16
class Input; // lines 17-17
class Item; // lines 18-18
class PathSprite; // lines 19-19
class Scoreboard; // lines 20-20
class Screen; // lines 21-21
class SmartSprite; // lines 22-22
class Texture; // lines 23-23
enum class BulletType : Uint8; // lines 24-24
enum class ItemType; // lines 25-25
struct Path; // lines 26-26
// Modo demo
constexpr bool GAME_MODE_DEMO_OFF = false;
@@ -67,6 +67,9 @@ private:
// Enum
enum class GameState
{
FADE_IN,
ENTERING_PLAYER,
SHOWING_GET_READY_MESSAGE,
PLAYING,
COMPLETED,
GAME_OVER,
@@ -124,13 +127,10 @@ private:
Scoreboard *scoreboard_; // Objeto para dibujar el marcador
std::unique_ptr<Background> background_; // Objeto para dibujar el fondo del juego
std::unique_ptr<Explosions> explosions_; // Objeto para dibujar explosiones
std::unique_ptr<BalloonFormations> balloon_formations_; // Objeto para gestionar las oleadas enemigas
SDL_Texture *canvas_; // Textura para dibujar la zona de juego
std::vector<std::shared_ptr<Player>> players_; // Vector con los jugadores
std::vector<std::shared_ptr<Balloon>> balloons_; // Vector con los globos
std::vector<std::unique_ptr<Bullet>> bullets_; // Vector con las balas
std::vector<std::unique_ptr<Item>> items_; // Vector con los items
std::vector<std::unique_ptr<SmartSprite>> smart_sprites_; // Vector con los smartsprites
@@ -138,18 +138,17 @@ private:
std::shared_ptr<Texture> bullet_texture_; // Textura para las balas
std::vector<std::shared_ptr<Texture>> item_textures_; // Vector con las texturas de los items
std::vector<std::shared_ptr<Texture>> balloon_textures_; // Vector con las texturas de los globos
std::vector<std::shared_ptr<Texture>> explosions_textures_; // Vector con las texturas de las explosiones
std::vector<std::vector<std::shared_ptr<Texture>>> player_textures_; // Vector con todas las texturas de los jugadores;
std::vector<std::shared_ptr<Texture>> game_text_textures_; // Vector con las texturas para los sprites con textos
std::vector<std::vector<std::string>> item_animations_; // Vector con las animaciones de los items
std::vector<std::vector<std::string>> player_animations_; // Vector con las animaciones del jugador
std::vector<std::vector<std::string>> balloon_animations_; // Vector con las animaciones de los globos
std::vector<std::vector<std::string>> explosions_animations_; // Vector con las animaciones de las explosiones
std::unique_ptr<Fade> fade_; // Objeto para renderizar fades
std::unique_ptr<Fade> fade_in_; // Objeto para renderizar fades
std::unique_ptr<Fade> fade_out_; // Objeto para renderizar fades
std::unique_ptr<BalloonManager> balloon_manager_; // Objeto para gestionar los globos
std::unique_ptr<Tabe> tabe_; // Objeto para gestionar el Tabe Volaor
std::vector<Path> paths_; // Vector con los recorridos precalculados almacenados
// Variables
@@ -157,7 +156,6 @@ private:
options.game.hi_score_table[0].name,
options.game.hi_score_table[0].score); // Máxima puntuación y nombre de quien la ostenta
int current_stage_; // Indica la fase actual
Demo demo_; // Variable con todas las variables relacionadas con el modo demo
GameDifficulty difficulty_ = options.game.difficulty; // Dificultad del juego
Helper helper_; // Variable para gestionar las ayudas
@@ -165,25 +163,20 @@ private:
bool coffee_machine_enabled_ = false; // Indica si hay una máquina de café en el terreno de juego
bool hi_score_achieved_ = false; // Indica si se ha superado la puntuación máxima
bool paused_ = false; // Indica si el juego está pausado (no se deberia de poder utilizar en el modo arcade)
bool power_ball_enabled_ = false; // Indica si hay una powerball ya activa
float balloon_speed_; // Velocidad a la que se mueven los enemigos
float default_balloon_speed_; // Velocidad base de los enemigos, sin incrementar
float difficulty_score_multiplier_; // Multiplicador de puntos en función de la dificultad
int balloon_deploy_counter_ = 0; // Cuando se lanza una formación, se le da un valor y no sale otra hasta que llegue a cero
int balloons_popped_ = 0; // Lleva la cuenta de los globos explotados
int counter_ = 0; // Contador para el juego
int current_power_ = 0; // Poder actual almacenado para completar la fase
int game_completed_counter_ = 0; // Contador para el tramo final, cuando se ha completado la partida y ya no aparecen más enemigos
int game_over_counter_ = GAME_OVER_COUNTER_; // Contador para el estado de fin de partida
int last_balloon_deploy_ = 0; // Guarda cual ha sido la última formación desplegada para no repetir;
int menace_current_ = 0; // Nivel de amenaza actual
int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos
int power_ball_counter_ = 0; // Contador de formaciones enemigas entre la aparicion de una PowerBall y otra
int time_stopped_counter_ = 0; // Temporizador para llevar la cuenta del tiempo detenido
int total_power_to_complete_game_; // La suma del poder necesario para completar todas las fases
GameState state_ = GameState::PLAYING; // Estado
int menace_current_ = 0; // Nivel de amenaza actual
int menace_threshold_ = 0; // Umbral del nivel de amenaza. Si el nivel de amenaza cae por debajo del umbral, se generan más globos. Si el umbral aumenta, aumenta el número de globos
GameState state_ = GameState::FADE_IN; // Estado
#ifdef DEBUG
bool auto_pop_balloons_ = false; // Si es true, incrementa automaticamente los globos explotados
// Comprueba los eventos en el modo DEBUG
void checkDebugEvents(const SDL_Event &event);
#endif
// Actualiza el juego
@@ -198,12 +191,6 @@ private:
// Asigna texturas y animaciones
void setResources();
// Crea una formación de enemigos
void deployBalloonFormation();
// Aumenta el poder de la fase
void increaseStageCurrentPower(int power);
// Actualiza el valor de HiScore en caso necesario
void updateHiScore();
@@ -217,67 +204,22 @@ private:
void updateStage();
// Actualiza el estado de fin de la partida
void updateGameOverState();
// Actualiza los globos
void updateBalloons();
// Pinta en pantalla todos los globos activos
void renderBalloons();
// Crea un globo nuevo en el vector de globos
std::shared_ptr<Balloon> createBalloon(float x, int y, BalloonType type, BalloonSize size, float velx, float speed, int stopped_counter);
// Crea un globo a partir de otro globo
void createChildBalloon(const std::shared_ptr<Balloon> &balloon, const std::string &direction);
// Crea una PowerBall
void createPowerBall();
// Establece la velocidad de los globos
void setBalloonSpeed(float speed);
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
void checkAndUpdateBalloonSpeed();
// Explosiona un globo. Lo destruye y crea otros dos si es el caso
void popBalloon(std::shared_ptr<Balloon> balloon);
// Explosiona un globo. Lo destruye
void destroyBalloon(std::shared_ptr<Balloon> &balloon);
// Destruye todos los globos
void destroyAllBalloons();
void updateGameStateGameOver();
// Destruye todos los items
void destroyAllItems();
// Detiene todos los globos
void stopAllBalloons();
// Pone en marcha todos los globos
void startAllBalloons();
// Cambia el color de todos los globos
void reverseColorsToAllBalloons();
// Cambia el color de todos los globos
void normalColorsToAllBalloons();
// Vacia el vector de globos
void freeBalloons();
// Comprueba la colisión entre el jugador y los globos activos
bool checkPlayerBalloonCollision(std::shared_ptr<Player> &player);
// Comprueba la colisión entre el jugador y los items
void checkPlayerItemCollision(std::shared_ptr<Player> &player);
// Comprueba la colisión entre las balas y los globos
void checkBulletBalloonCollision();
// Comprueba y procesa la colisión de las balas
void checkBulletCollision();
// Mueve las balas activas
void moveBullets();
void updateBullets();
// Pinta las balas activas
void renderBullets();
@@ -333,18 +275,9 @@ private:
// Acciones a realizar cuando el jugador muere
void killPlayer(std::shared_ptr<Player> &player);
// Calcula y establece el valor de amenaza en funcion de los globos activos
void evaluateAndSetMenace();
// Actualiza la variable EnemyDeployCounter
void updateBalloonDeployCounter();
// Actualiza y comprueba el valor de la variable
void updateTimeStopped();
// Gestiona el nivel de amenaza
void updateMenace();
// Actualiza el fondo
void updateBackground();
@@ -357,12 +290,6 @@ private:
// Deshabilita el efecto del item de detener el tiempo
void disableTimeStopItem();
// Indica si se puede crear una powerball
bool canPowerBallBeCreated();
// Calcula el poder actual de los globos en pantalla
int calculateScreenPower();
// Actualiza las variables de ayuda
void updateHelper();
@@ -375,9 +302,6 @@ private:
// Comprueba si todos los jugadores han terminado de jugar
bool allPlayersAreNotPlaying();
// Recarga las texturas
void reloadTextures();
// Actualiza el marcador
void updateScoreboard();
@@ -387,11 +311,8 @@ private:
// Pausa el juego
void pause(bool value);
// Comprueba si la música ha de estar sonando
void checkMusicStatus();
// Añade una puntuación a la tabla de records
void addScoreToScoreBoard(const std::string &name, int score);
void addScoreToScoreBoard(const std::shared_ptr<Player> &player);
// Saca del estado de GAME OVER al jugador si el otro está activo
void checkAndUpdatePlayerStatus(int active_player_index, int inactive_player_index);
@@ -450,15 +371,15 @@ private:
// Inicializa los jugadores
void initPlayers(int player_id);
// Crea dos globos gordos
void createTwoBigBalloons();
// Pausa la música
void pauseMusic();
// Reanuda la música
void resumeMusic();
// Hace sonar la música
void playMusic();
// Detiene la música
void stopMusic();
@@ -468,14 +389,20 @@ private:
// Actualiza las variables durante el modo de grabación
void updateRecording();
#endif
// Actualiza las variables durante el transcurso normal del juego
void updateGame();
// Actualiza las variables durante dicho estado
void updateGameStateFadeIn();
// Actualiza las variables durante el transcurso del final del juego
void updateCompletedGame();
// Actualiza las variables durante dicho estado
void updateGameStateEnteringPlayer();
// Actualiza las variables durante dicho estado
void updateGameStateShowingGetReadyMessage();
// Actualiza las variables durante el transcurso normal del juego
void updateGameStatePlaying();
// Gestiona eventos para el estado del final del juego
void updateCompletedState();
void updateGameStateCompleted();
// Comprueba el estado del juego
void checkState();
@@ -483,6 +410,18 @@ private:
// Vacía los vectores de elementos deshabilitados
void cleanVectors();
// Gestiona el nivel de amenaza
void updateMenace();
// Calcula y establece el valor de amenaza en funcion de los globos activos
void evaluateAndSetMenace();
// Actualiza la velocidad de los globos en funcion del poder acumulado de la fase
void checkAndUpdateBalloonSpeed();
// Cambia el estado del juego
void setState(GameState state);
public:
// Constructor
Game(int playerID, int current_stage, bool demo);

View File

@@ -5,9 +5,15 @@
#include "jail_audio.h" // Para JA_PlaySound
#include "param.h" // Para Param, param, ParamGame, ParamTitle
#include "resource.h" // Para Resource
#include "screen.h" // Para Screen
#include "smart_sprite.h" // Para SmartSprite
#include "sprite.h" // Para Sprite
#include "texture.h" // Para Texture
#include "utils.h" // Para Color
constexpr int ZOOM_FACTOR = 5;
constexpr int FLASH_DELAY = 3;
constexpr int FLASH_LENGHT = FLASH_DELAY + 3;
// Constructor
GameLogo::GameLogo(int x, int y)
@@ -15,36 +21,25 @@ GameLogo::GameLogo(int x, int y)
coffee_texture_(Resource::get()->getTexture("title_coffee.png")),
crisis_texture_(Resource::get()->getTexture("title_crisis.png")),
arcade_edition_texture_(Resource::get()->getTexture("title_arcade_edition.png")),
dust_left_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("title_dust.ani"))),
dust_right_sprite_(std::make_unique<AnimatedSprite>(dust_texture_, Resource::get()->getAnimation("title_dust.ani"))),
coffee_sprite_(std::make_unique<SmartSprite>(coffee_texture_)),
crisis_sprite_(std::make_unique<SmartSprite>(crisis_texture_)),
arcade_edition_sprite_(std::make_unique<Sprite>(arcade_edition_texture_, (param.game.width - arcade_edition_texture_->getWidth()) / 2, param.title.arcade_edition_position, arcade_edition_texture_->getWidth(), arcade_edition_texture_->getHeight())),
x_(x),
y_(y)
{
// Inicializa las variables
init();
}
y_(y) {}
// Inicializa las variables
void GameLogo::init()
{
const auto xp = x_ - coffee_sprite_->getWidth() / 2;
const auto xp = x_ - coffee_texture_->getWidth() / 2;
const auto desp = getInitialVerticalDesp();
// Variables
status_ = Status::DISABLED;
shake_.desp = 1;
shake_.delay = 2;
shake_.lenght = 8;
shake_.remaining = shake_.lenght;
shake_.counter = shake_.delay;
shake_.origin = xp;
coffee_crisis_status_ = Status::DISABLED;
arcade_edition_status_ = Status::DISABLED;
shake_.init(1, 2, 8, xp);
zoom_ = 3.0f * ZOOM_FACTOR;
// Inicializa el bitmap de 'Coffee'
coffee_sprite_->setPosX(xp);
@@ -90,6 +85,9 @@ void GameLogo::init()
dust_left_sprite_->setPosY(y_);
dust_left_sprite_->setWidth(16);
dust_left_sprite_->setHeight(16);
// Inicializa el bitmap de 'Arcade Edition'
arcade_edition_sprite_->setZoom(zoom_);
}
// Pinta la clase en pantalla
@@ -99,8 +97,10 @@ void GameLogo::render()
coffee_sprite_->render();
crisis_sprite_->render();
if (status_ == Status::FINISHED)
if (arcade_edition_status_ != Status::DISABLED)
{
arcade_edition_sprite_->render();
}
// Dibuja el polvillo del logo
dust_right_sprite_->render();
@@ -110,20 +110,22 @@ void GameLogo::render()
// Actualiza la lógica de la clase
void GameLogo::update()
{
switch (status_)
switch (coffee_crisis_status_)
{
case Status::MOVING:
{
coffee_sprite_->update();
crisis_sprite_->update();
// Si los objetos han llegado a su destino, cambiamos de Sección
// Si los objetos han llegado a su destino, cambia el estado
if (coffee_sprite_->hasFinished() && crisis_sprite_->hasFinished())
{
status_ = Status::SHAKING;
coffee_crisis_status_ = Status::SHAKING;
// Reproduce el efecto sonoro
JA_PlaySound(Resource::get()->getSound("title.wav"));
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
break;
@@ -131,7 +133,7 @@ void GameLogo::update()
case Status::SHAKING:
{
// Agita el logo
// Agita "COFFEE CRISIS"
if (shake_.remaining > 0)
{
if (shake_.counter > 0)
@@ -151,7 +153,8 @@ void GameLogo::update()
{
coffee_sprite_->setPosX(shake_.origin);
crisis_sprite_->setPosX(shake_.origin + 15);
status_ = Status::FINISHED;
coffee_crisis_status_ = Status::FINISHED;
arcade_edition_status_ = Status::MOVING;
}
dust_right_sprite_->update();
@@ -171,27 +174,74 @@ void GameLogo::update()
default:
break;
}
switch (arcade_edition_status_)
{
case Status::MOVING:
{
zoom_ -= 0.1f * ZOOM_FACTOR;
arcade_edition_sprite_->setZoom(zoom_);
if (zoom_ <= 1.0f)
{
arcade_edition_status_ = Status::SHAKING;
zoom_ = 1.0f;
arcade_edition_sprite_->setZoom(zoom_);
shake_.init(1, 2, 8, arcade_edition_sprite_->getX());
JA_PlaySound(Resource::get()->getSound("title.wav"));
Screen::get()->flash(Color(0xFF, 0xFF, 0xFF), FLASH_LENGHT, FLASH_DELAY);
Screen::get()->shake();
}
break;
}
case Status::SHAKING:
{
// Agita "ARCADE EDITION"
if (shake_.remaining > 0)
{
if (shake_.counter > 0)
{
shake_.counter--;
}
else
{
shake_.counter = shake_.delay;
const auto desp = shake_.remaining % 2 == 0 ? shake_.desp * (-1) : shake_.desp;
arcade_edition_sprite_->setX(shake_.origin + desp);
shake_.remaining--;
}
}
else
{
arcade_edition_sprite_->setX(shake_.origin);
arcade_edition_status_ = Status::FINISHED;
}
break;
}
default:
break;
}
if (coffee_crisis_status_ == Status::FINISHED &&
arcade_edition_status_ == Status::FINISHED &&
post_finished_counter_ > 0)
{
--post_finished_counter_;
}
}
// Activa la clase
void GameLogo::enable()
{
init();
status_ = Status::MOVING;
coffee_crisis_status_ = Status::MOVING;
}
// Indica si ha terminado la animación
bool GameLogo::hasFinished() const
{
return status_ == Status::FINISHED;
}
// Recarga las texturas
void GameLogo::reLoad()
{
dust_texture_->reLoad();
coffee_texture_->reLoad();
crisis_texture_->reLoad();
return post_finished_counter_ == 0;
}
// Calcula el desplazamiento vertical inicial

View File

@@ -20,12 +20,30 @@ private:
struct Shake
{
int desp; // Pixels de desplazamiento para agitar la pantalla en el eje x
int delay; // Retraso entre cada desplazamiento de la pantalla al agitarse
int counter; // Contador para el retraso
int lenght; // Cantidad de desplazamientos a realizar
int remaining; // Cantidad de desplazamientos pendientes a realizar
int origin; // Valor inicial de la pantalla para dejarla igual tras el desplazamiento
int desp = 1; // Pixels de desplazamiento para agitar la pantalla en el eje x
int delay = 2; // Retraso entre cada desplazamiento de la pantalla al agitarse
int lenght = 8; // Cantidad de desplazamientos a realizar
int remaining = lenght; // Cantidad de desplazamientos pendientes a realizar
int counter = delay; // Contador para el retraso
int origin = 0; // Valor inicial de la pantalla para dejarla igual tras el desplazamiento
// Constructor por defect
Shake() = default;
// Constructor
Shake(int d, int de, int l, int o)
: desp(d), delay(de), lenght(l), remaining(l), counter(de), origin(o) {}
// Inicializa los miembros
void init(int d, int de, int l, int o)
{
desp = d;
delay = de;
lenght = l;
remaining = l;
counter = de;
origin = o;
}
};
// Objetos y punteros
@@ -45,8 +63,11 @@ private:
// Variables
int x_; // Posición donde dibujar el logo
int y_; // Posición donde dibujar el logo
float zoom_ = 1.0f; // Zoom aplicado al texto "ARCADE EDITION"
int post_finished_counter_ = 1; // Contador final una vez terminada las animaciones de los logos
Status status_; // Estado en el que se encuentra la clase
Status coffee_crisis_status_ = Status::DISABLED; // Estado en el que se encuentra el texto "COFFEE CRISIS"
Status arcade_edition_status_ = Status::DISABLED; // Estado en el que se encuentra el texto "ARCADE_EDITION"
Shake shake_; // Estructura para generar el efecto de agitación
// Inicializa las variables
@@ -73,7 +94,4 @@ public:
// Indica si ha terminado la animación
bool hasFinished() const;
// Recarga las texturas
void reLoad();
};

View File

@@ -1,479 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#define EXTENSION_INTRODUCER 0x21
#define IMAGE_DESCRIPTOR 0x2C
#define TRAILER 0x3B
#define GRAPHIC_CONTROL 0xF9
#define APPLICATION_EXTENSION 0xFF
#define COMMENT_EXTENSION 0xFE
#define PLAINTEXT_EXTENSION 0x01
#define READ(dst, size) memcpy(dst, buffer, size); buffer += size
typedef struct
{
unsigned short width;
unsigned short height;
unsigned char fields;
unsigned char background_color_index;
unsigned char pixel_aspect_ratio;
}
screen_descriptor_t;
typedef struct
{
unsigned char r;
unsigned char g;
unsigned char b;
}
rgb;
typedef struct
{
unsigned short image_left_position;
unsigned short image_top_position;
unsigned short image_width;
unsigned short image_height;
unsigned char fields;
}
image_descriptor_t;
typedef struct
{
unsigned char byte;
int prev;
int len;
}
dictionary_entry_t;
typedef struct
{
unsigned char extension_code;
unsigned char block_size;
}
extension_t;
typedef struct
{
unsigned char fields;
unsigned short delay_time;
unsigned char transparent_color_index;
}
graphic_control_extension_t;
typedef struct
{
unsigned char application_id[ 8 ];
unsigned char version[ 3 ];
}
application_extension_t;
typedef struct
{
unsigned short left;
unsigned short top;
unsigned short width;
unsigned short height;
unsigned char cell_width;
unsigned char cell_height;
unsigned char foreground_color;
unsigned char background_color;
}
plaintext_extension_t;
//static unsigned short width = 0;
//static unsigned short height = 0;
//static unsigned char* uncompressed_data = NULL;
void uncompress( int code_length,
const unsigned char *input,
int input_length,
unsigned char *out )
{
//int maxbits;
int i, bit;
int code, prev = -1;
dictionary_entry_t *dictionary;
int dictionary_ind;
unsigned int mask = 0x01;
int reset_code_length;
int clear_code; // This varies depending on code_length
int stop_code; // one more than clear code
int match_len;
clear_code = 1 << ( code_length );
stop_code = clear_code + 1;
// To handle clear codes
reset_code_length = code_length;
// Create a dictionary large enough to hold "code_length" entries.
// Once the dictionary overflows, code_length increases
dictionary = ( dictionary_entry_t * )
malloc( sizeof( dictionary_entry_t ) * ( 1 << ( code_length + 1 ) ) );
// Initialize the first 2^code_len entries of the dictionary with their
// indices. The rest of the entries will be built up dynamically.
// Technically, it shouldn't be necessary to initialize the
// dictionary. The spec says that the encoder "should output a
// clear code as the first code in the image data stream". It doesn't
// say must, though...
for ( dictionary_ind = 0;
dictionary_ind < ( 1 << code_length );
dictionary_ind++ )
{
dictionary[ dictionary_ind ].byte = dictionary_ind;
// XXX this only works because prev is a 32-bit int (> 12 bits)
dictionary[ dictionary_ind ].prev = -1;
dictionary[ dictionary_ind ].len = 1;
}
// 2^code_len + 1 is the special "end" code; don't give it an entry here
dictionary_ind++;
dictionary_ind++;
// TODO verify that the very last byte is clear_code + 1
while ( input_length )
{
code = 0x0;
// Always read one more bit than the code length
for ( i = 0; i < ( code_length + 1 ); ++i )
{
// This is different than in the file read example; that
// was a call to "next_bit"
bit = ( *input & mask ) ? 1 : 0;
mask <<= 1;
if ( mask == 0x100 )
{
mask = 0x01;
input++;
input_length--;
}
code = code | ( bit << i );
}
if ( code == clear_code )
{
code_length = reset_code_length;
dictionary = ( dictionary_entry_t * ) realloc( dictionary,
sizeof( dictionary_entry_t ) * ( 1 << ( code_length + 1 ) ) );
for ( dictionary_ind = 0;
dictionary_ind < ( 1 << code_length );
dictionary_ind++ )
{
dictionary[ dictionary_ind ].byte = dictionary_ind;
// XXX this only works because prev is a 32-bit int (> 12 bits)
dictionary[ dictionary_ind ].prev = -1;
dictionary[ dictionary_ind ].len = 1;
}
dictionary_ind++;
dictionary_ind++;
prev = -1;
continue;
}
else if ( code == stop_code )
{
/*if ( input_length > 1 )
{
fprintf( stderr, "Malformed GIF (early stop code)\n" );
exit( 0 );
}*/
break;
}
// Update the dictionary with this character plus the _entry_
// (character or string) that came before it
if ( ( prev > -1 ) && ( code_length < 12 ) )
{
if ( code > dictionary_ind )
{
fprintf( stderr, "code = %.02x, but dictionary_ind = %.02x\n",
code, dictionary_ind );
exit( 0 );
}
// Special handling for KwKwK
if ( code == dictionary_ind )
{
int ptr = prev;
while ( dictionary[ ptr ].prev != -1 )
{
ptr = dictionary[ ptr ].prev;
}
dictionary[ dictionary_ind ].byte = dictionary[ ptr ].byte;
}
else
{
int ptr = code;
while ( dictionary[ ptr ].prev != -1 )
{
ptr = dictionary[ ptr ].prev;
}
dictionary[ dictionary_ind ].byte = dictionary[ ptr ].byte;
}
dictionary[ dictionary_ind ].prev = prev;
dictionary[ dictionary_ind ].len = dictionary[ prev ].len + 1;
dictionary_ind++;
// GIF89a mandates that this stops at 12 bits
if ( ( dictionary_ind == ( 1 << ( code_length + 1 ) ) ) &&
( code_length < 11 ) )
{
code_length++;
dictionary = ( dictionary_entry_t * ) realloc( dictionary,
sizeof( dictionary_entry_t ) * ( 1 << ( code_length + 1 ) ) );
}
}
prev = code;
// Now copy the dictionary entry backwards into "out"
match_len = dictionary[ code ].len;
while ( code != -1 )
{
out[ dictionary[ code ].len - 1 ] = dictionary[ code ].byte;
if ( dictionary[ code ].prev == code )
{
fprintf( stderr, "Internal error; self-reference." );
exit( 0 );
}
code = dictionary[ code ].prev;
}
out += match_len;
}
}
static int read_sub_blocks( unsigned char* buffer, unsigned char **data )
{
int data_length;
int index;
unsigned char block_size;
// Everything following are data sub-blocks, until a 0-sized block is
// encountered.
data_length = 0;
*data = NULL;
index = 0;
while ( 1 )
{
READ(&block_size, 1);
if ( block_size == 0 ) // end of sub-blocks
{
break;
}
data_length += block_size;
*data = (unsigned char*)realloc( *data, data_length );
// TODO this could be split across block size boundaries
READ(*data + index, block_size);
index += block_size;
}
return data_length;
}
unsigned char* process_image_descriptor( unsigned char* buffer,
rgb *gct,
int gct_size,
int resolution_bits )
{
image_descriptor_t image_descriptor;
int compressed_data_length;
unsigned char *compressed_data = NULL;
unsigned char lzw_code_size;
int uncompressed_data_length = 0;
unsigned char *uncompressed_data = NULL;
// TODO there could actually be lots of these
READ(&image_descriptor, 9);
// TODO if LCT = true, read the LCT
READ(&lzw_code_size, 1);
compressed_data_length = read_sub_blocks( buffer, &compressed_data );
// width = image_descriptor.image_width;
// height = image_descriptor.image_height;
uncompressed_data_length = image_descriptor.image_width *
image_descriptor.image_height;
uncompressed_data = (unsigned char*)malloc( uncompressed_data_length );
uncompress( lzw_code_size, compressed_data, compressed_data_length,
uncompressed_data );
if ( compressed_data ) free( compressed_data );
//if ( uncompressed_data )
// free( uncompressed_data );
return uncompressed_data;
}
/**
* @param gif_file the file descriptor of a file containing a
* GIF-encoded file. This should point to the first byte in
* the file when invoked.
*/
#define rb (*(buffer++))
uint32_t* LoadPalette(unsigned char *buffer) {
unsigned char header[7];
screen_descriptor_t screen_descriptor;
//int color_resolution_bits;
int global_color_table_size = 0; // number of entries in global_color_table
uint32_t *global_color_table = NULL;
READ(header, 6);
READ(&screen_descriptor, 7);
//color_resolution_bits = ((screen_descriptor.fields & 0x70) >> 4) + 1;
global_color_table = (uint32_t *)calloc(1, 1024);
if (screen_descriptor.fields & 0x80) {
global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
//global_color_table = (rgb *)malloc(3 * global_color_table_size);
//READ(global_color_table, 3 * global_color_table_size);
for (int i=0; i<global_color_table_size;++i) {
global_color_table[i] = (buffer[0]<<16) + (buffer[1]<<8) + buffer[2];
buffer+=3;
}
}
return global_color_table;
}
static unsigned char* process_gif_stream(unsigned char *buffer, unsigned short* w, unsigned short* h)
{
unsigned char header[ 7 ];
screen_descriptor_t screen_descriptor;
int color_resolution_bits;
int global_color_table_size =0; // number of entries in global_color_table
rgb *global_color_table = NULL;
unsigned char block_type = 0x0;
// A GIF file starts with a Header (section 17)
READ(header, 6);
header[ 6 ] = 0x0;
// XXX there's another format, GIF87a, that you may still find
// floating around.
/*if ( strcmp( "GIF89a", (char*)header ) )
{
fprintf( stderr,
"Invalid GIF file (header is '%s', should be 'GIF89a')\n",
header );
return NULL;
}*/
// Followed by a logical screen descriptor
// Note that this works because GIFs specify little-endian order; on a
// big-endian machine, the height & width would need to be reversed.
// Can't use sizeof here since GCC does byte alignment;
// sizeof( screen_descriptor_t ) = 8!
READ(&screen_descriptor, 7);
*w = screen_descriptor.width;
*h = screen_descriptor.height;
color_resolution_bits = ( ( screen_descriptor.fields & 0x70 ) >> 4 ) + 1;
if ( screen_descriptor.fields & 0x80 )
{
//int i;
// If bit 7 is set, the next block is a global color table; read it
global_color_table_size = 1 <<
( ( ( screen_descriptor.fields & 0x07 ) + 1 ) );
global_color_table = ( rgb * ) malloc( 3 * global_color_table_size );
// XXX this could conceivably return a short count...
READ(global_color_table, 3 * global_color_table_size);
}
while ( block_type != TRAILER )
{
READ(&block_type, 1);
unsigned char size;
switch ( block_type )
{
case IMAGE_DESCRIPTOR:
return process_image_descriptor(buffer,
global_color_table,
global_color_table_size,
color_resolution_bits);
break;
case EXTENSION_INTRODUCER:
buffer++;
size = *(buffer++);
buffer += size;
do {
size = *(buffer++);
buffer += size;
} while (size != 0);
/*if ( !process_extension( buffer ) )
{
return NULL;
}*/
break;
case TRAILER:
break;
default:
fprintf( stderr, "Bailing on unrecognized block type %.02x\n",
block_type );
return NULL;
}
}
return NULL;
}
unsigned char* LoadGif(unsigned char *buffer, unsigned short* w, unsigned short* h) {
return process_gif_stream(buffer, w, h);
}
/*int main( int argc, char *argv[] )
{
FILE* gif_file;
if ( argc < 2 )
{
fprintf( stderr, "Usage: %s <path-to-gif-file>\n", argv[ 0 ] );
exit( 0 );
}
gif_file = fopen( argv[ 1 ], "rb" );
if ( gif_file == NULL )
{
fprintf( stderr, "Unable to open file '%s'", argv[ 1 ] );
perror( ": " );
}
process_gif_stream( gif_file );
fclose( gif_file );
}*/

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#include "gif.h"
#include <iostream> // Para std::cout
#include <cstring> // Para memcpy, size_t
#include <stdexcept> // Para runtime_error
#include <string> // Para allocator, char_traits, operator==, basic_string
namespace GIF
{
// Función inline para reemplazar el macro READ.
// Actualiza el puntero 'buffer' tras copiar 'size' bytes a 'dst'.
inline void readBytes(const uint8_t *&buffer, void *dst, size_t size)
{
std::memcpy(dst, buffer, size);
buffer += size;
}
void Gif::decompress(int code_length, const uint8_t *input, int input_length, uint8_t *out)
{
// Verifica que el code_length tenga un rango razonable.
if (code_length < 2 || code_length > 12)
{
throw std::runtime_error("Invalid LZW code length");
}
int i, bit;
int prev = -1;
std::vector<DictionaryEntry> dictionary;
int dictionary_ind;
unsigned int mask = 0x01;
int reset_code_length = code_length;
int clear_code = 1 << code_length;
int stop_code = clear_code + 1;
int match_len = 0;
// Inicializamos el diccionario con el tamaño correspondiente.
dictionary.resize(1 << (code_length + 1));
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++)
{
dictionary[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind);
dictionary[dictionary_ind].prev = -1;
dictionary[dictionary_ind].len = 1;
}
dictionary_ind += 2; // Reservamos espacio para clear y stop codes
// Bucle principal: procesar el stream comprimido.
while (input_length > 0)
{
int code = 0;
// Lee (code_length + 1) bits para formar el código.
for (i = 0; i < (code_length + 1); i++)
{
if (input_length <= 0)
{
throw std::runtime_error("Unexpected end of input in decompress");
}
bit = ((*input & mask) != 0) ? 1 : 0;
mask <<= 1;
if (mask == 0x100)
{
mask = 0x01;
input++;
input_length--;
}
code |= (bit << i);
}
if (code == clear_code)
{
// Reinicia el diccionario.
code_length = reset_code_length;
dictionary.resize(1 << (code_length + 1));
for (dictionary_ind = 0; dictionary_ind < (1 << code_length); dictionary_ind++)
{
dictionary[dictionary_ind].byte = static_cast<uint8_t>(dictionary_ind);
dictionary[dictionary_ind].prev = -1;
dictionary[dictionary_ind].len = 1;
}
dictionary_ind += 2;
prev = -1;
continue;
}
else if (code == stop_code)
{
break;
}
if (prev > -1 && code_length < 12)
{
if (code > dictionary_ind)
{
std::cerr << "code = " << std::hex << code
<< ", but dictionary_ind = " << dictionary_ind << std::endl;
throw std::runtime_error("LZW error: code exceeds dictionary_ind.");
}
int ptr;
if (code == dictionary_ind)
{
ptr = prev;
while (dictionary[ptr].prev != -1)
ptr = dictionary[ptr].prev;
dictionary[dictionary_ind].byte = dictionary[ptr].byte;
}
else
{
ptr = code;
while (dictionary[ptr].prev != -1)
ptr = dictionary[ptr].prev;
dictionary[dictionary_ind].byte = dictionary[ptr].byte;
}
dictionary[dictionary_ind].prev = prev;
dictionary[dictionary_ind].len = dictionary[prev].len + 1;
dictionary_ind++;
if ((dictionary_ind == (1 << (code_length + 1))) && (code_length < 11))
{
code_length++;
dictionary.resize(1 << (code_length + 1));
}
}
prev = code;
// Verifica que 'code' sea un índice válido antes de usarlo.
if (code < 0 || static_cast<size_t>(code) >= dictionary.size())
{
std::cerr << "Invalid LZW code " << code
<< ", dictionary size " << dictionary.size() << std::endl;
throw std::runtime_error("LZW error: invalid code encountered");
}
int curCode = code; // Variable temporal para recorrer la cadena.
match_len = dictionary[curCode].len;
while (curCode != -1)
{
// Se asume que dictionary[curCode].len > 0.
out[dictionary[curCode].len - 1] = dictionary[curCode].byte;
if (dictionary[curCode].prev == curCode)
{
std::cerr << "Internal error; self-reference detected." << std::endl;
throw std::runtime_error("Internal error in decompress: self-reference");
}
curCode = dictionary[curCode].prev;
}
out += match_len;
}
}
std::vector<uint8_t> Gif::readSubBlocks(const uint8_t *&buffer)
{
std::vector<uint8_t> data;
uint8_t block_size = *buffer;
buffer++;
while (block_size != 0)
{
data.insert(data.end(), buffer, buffer + block_size);
buffer += block_size;
block_size = *buffer;
buffer++;
}
return data;
}
std::vector<uint8_t> Gif::processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits)
{
ImageDescriptor image_descriptor;
// Lee 9 bytes para el image descriptor.
readBytes(buffer, &image_descriptor, sizeof(ImageDescriptor));
uint8_t lzw_code_size;
readBytes(buffer, &lzw_code_size, sizeof(uint8_t));
std::vector<uint8_t> compressed_data = readSubBlocks(buffer);
int uncompressed_data_length = image_descriptor.image_width * image_descriptor.image_height;
std::vector<uint8_t> uncompressed_data(uncompressed_data_length);
decompress(lzw_code_size, compressed_data.data(), static_cast<int>(compressed_data.size()), uncompressed_data.data());
return uncompressed_data;
}
std::vector<uint32_t> Gif::loadPalette(const uint8_t *buffer)
{
uint8_t header[6];
std::memcpy(header, buffer, 6);
buffer += 6;
ScreenDescriptor screen_descriptor;
std::memcpy(&screen_descriptor, buffer, sizeof(ScreenDescriptor));
buffer += sizeof(ScreenDescriptor);
std::vector<uint32_t> global_color_table;
if (screen_descriptor.fields & 0x80)
{
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
global_color_table.resize(global_color_table_size);
for (int i = 0; i < global_color_table_size; ++i)
{
uint8_t r = buffer[0];
uint8_t g = buffer[1];
uint8_t b = buffer[2];
global_color_table[i] = (r << 16) | (g << 8) | b;
buffer += 3;
}
}
return global_color_table;
}
std::vector<uint8_t> Gif::processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h)
{
// Leer la cabecera de 6 bytes ("GIF87a" o "GIF89a")
uint8_t header[6];
std::memcpy(header, buffer, 6);
buffer += 6;
// Opcional: Validar header
std::string headerStr(reinterpret_cast<char *>(header), 6);
if (headerStr != "GIF87a" && headerStr != "GIF89a")
{
throw std::runtime_error("Formato de archivo GIF inválido.");
}
// Leer el Screen Descriptor (7 bytes, empaquetado sin padding)
ScreenDescriptor screen_descriptor;
readBytes(buffer, &screen_descriptor, sizeof(ScreenDescriptor));
// Asigna ancho y alto
w = screen_descriptor.width;
h = screen_descriptor.height;
int color_resolution_bits = ((screen_descriptor.fields & 0x70) >> 4) + 1;
std::vector<RGB> global_color_table;
if (screen_descriptor.fields & 0x80)
{
int global_color_table_size = 1 << (((screen_descriptor.fields & 0x07) + 1));
global_color_table.resize(global_color_table_size);
std::memcpy(global_color_table.data(), buffer, 3 * global_color_table_size);
buffer += 3 * global_color_table_size;
}
// Supongamos que 'buffer' es el puntero actual y TRAILER es 0x3B
uint8_t block_type = *buffer++;
while (block_type != TRAILER)
{
if (block_type == EXTENSION_INTRODUCER) // 0x21
{
// Se lee la etiqueta de extensión, la cual indica el tipo de extensión.
uint8_t extension_label = *buffer++;
switch (extension_label)
{
case GRAPHIC_CONTROL: // 0xF9
{
// Procesar Graphic Control Extension:
uint8_t blockSize = *buffer++; // Normalmente, blockSize == 4
buffer += blockSize; // Saltamos los 4 bytes del bloque fijo
// Saltar los sub-bloques
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0)
{
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
case APPLICATION_EXTENSION: // 0xFF
case COMMENT_EXTENSION: // 0xFE
case PLAINTEXT_EXTENSION: // 0x01
{
// Para estas extensiones, saltamos el bloque fijo y los sub-bloques.
uint8_t blockSize = *buffer++;
buffer += blockSize;
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0)
{
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
default:
{
// Si la etiqueta de extensión es desconocida, saltarla también:
uint8_t blockSize = *buffer++;
buffer += blockSize;
uint8_t subBlockSize = *buffer++;
while (subBlockSize != 0)
{
buffer += subBlockSize;
subBlockSize = *buffer++;
}
break;
}
}
}
else if (block_type == IMAGE_DESCRIPTOR)
{
// Procesar el Image Descriptor y retornar los datos de imagen
return processImageDescriptor(buffer, global_color_table, color_resolution_bits);
}
else
{
std::cerr << "Unrecognized block type " << std::hex << static_cast<int>(block_type) << std::endl;
return std::vector<uint8_t>{};
}
block_type = *buffer++;
}
return std::vector<uint8_t>{};
}
std::vector<uint8_t> Gif::loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h)
{
return processGifStream(buffer, w, h);
}
} // namespace GIF

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#pragma once
#include <cstdint> // Para uint8_t, uint16_t, uint32_t
#include <vector> // Para vector
namespace GIF
{
// Constantes definidas con constexpr, en lugar de macros
constexpr uint8_t EXTENSION_INTRODUCER = 0x21;
constexpr uint8_t IMAGE_DESCRIPTOR = 0x2C;
constexpr uint8_t TRAILER = 0x3B;
constexpr uint8_t GRAPHIC_CONTROL = 0xF9;
constexpr uint8_t APPLICATION_EXTENSION = 0xFF;
constexpr uint8_t COMMENT_EXTENSION = 0xFE;
constexpr uint8_t PLAINTEXT_EXTENSION = 0x01;
#pragma pack(push, 1)
struct ScreenDescriptor
{
uint16_t width;
uint16_t height;
uint8_t fields;
uint8_t background_color_index;
uint8_t pixel_aspect_ratio;
};
struct RGB
{
uint8_t r, g, b;
};
struct ImageDescriptor
{
uint16_t image_left_position;
uint16_t image_top_position;
uint16_t image_width;
uint16_t image_height;
uint8_t fields;
};
#pragma pack(pop)
struct DictionaryEntry
{
uint8_t byte;
int prev;
int len;
};
struct Extension
{
uint8_t extension_code;
uint8_t block_size;
};
struct GraphicControlExtension
{
uint8_t fields;
uint16_t delay_time;
uint8_t transparent_color_index;
};
struct ApplicationExtension
{
uint8_t application_id[8];
uint8_t version[3];
};
struct PlaintextExtension
{
uint16_t left, top, width, height;
uint8_t cell_width, cell_height;
uint8_t foreground_color, background_color;
};
class Gif
{
public:
// Descompone (uncompress) el bloque comprimido usando LZW.
// Este método puede lanzar std::runtime_error en caso de error.
void decompress(int code_length, const uint8_t *input, int input_length, uint8_t *out);
// Carga la paleta (global color table) a partir de un buffer,
// retornándola en un vector de uint32_t (cada color se compone de R, G, B).
std::vector<uint32_t> loadPalette(const uint8_t *buffer);
// Carga el stream GIF; devuelve un vector con los datos de imagen sin comprimir y
// asigna el ancho y alto mediante referencias.
std::vector<uint8_t> loadGif(const uint8_t *buffer, uint16_t &w, uint16_t &h);
private:
// Lee los sub-bloques de datos y los acumula en un std::vector<uint8_t>.
std::vector<uint8_t> readSubBlocks(const uint8_t *&buffer);
// Procesa el Image Descriptor y retorna el vector de datos sin comprimir.
std::vector<uint8_t> processImageDescriptor(const uint8_t *&buffer, const std::vector<RGB> &gct, int resolution_bits);
// Procesa el stream completo del GIF y devuelve los datos sin comprimir.
std::vector<uint8_t> processGifStream(const uint8_t *buffer, uint16_t &w, uint16_t &h);
};
} // namespace GIF

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