今早5点多,我结束了今日的代码工作(鄙人目前正在开发某开源游戏引擎,并且同时开发某游戏),意外发现个人正在使用的SDL_GameControllerDB库(我使用了Jamepad,Jamepad使用了SDL,SDL使用了SDL_GameControllerDB。并且我使用了lwjgl,lwjgl中使用了glfw,glfw使用了SDL_GameControllerDB)中有如下的提示: 然后点开here。 行吧,...
A community sourced database of game controller mappings to be used with SDL2 and SDL3 Game Controller functionality. This provides an up-to-date copy of gamecontrollerdb.txt that we fetch in deriv...
SDL_AddGamepadMappingsFromFile("gamecontrollerdb.txt"); The database is compatible with SDL v2.0.10 and newer. Create New Mappings A mapping looks like this: 030000004c050000c405000000010000,PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,left...
It's a simple GUI tool to create/modify gamepad mappings for games that use SDL2 Game Controller API. Created to be an alternative to Steam Bigpicture gamepad configurator. FeaturesSimple graphical UI Automatic updates of mappings database from https://github.com/gabomdq/SDL_GameControllerDB ...
选gamecontrollerdb.txt 运行 运行gamecontrollerdb.txt 后: 会看到一大堆各款都是游戏中支援手把或大摇及键盘的ID和原生的设定按键位置 以用windows系统示例 在window - Dinput 底部把之前复制下来的(1)和(2) 贴上 打开游戏后看到,在摇杆设定那页会看到 1- ps1 代表手把已成功连接上游戏 ...
问SDL_GAMECONTROLLERCONFIG与SDL_GameControllerAddMappingsFromFileEN该文章介绍了如何利用skimage和PIL库...
SDL_CONTROLLER_BINDTYPE_HAT }SDL_GameControllerBindType; /** * Get the SDL joystick layer binding for this controller button/axis mapping */ typedefstructSDL_GameControllerButtonBind { SDL_GameControllerBindTypebindType; union { intbutton; ...
JoystickSDL::JoystickSDL(constQString&name,intaxisCount,intbuttonCount,inthatCount,intindex,boolisGameController,MultiVehicleManager*multiVehicleManager) :Joystick(name,axisCount,buttonCount,hatCount,multiVehicleManager) ,_isGameController(isGameController) ...
SDL_HINT_GAMECONTROLLER_SENSOR_FUSION.3.gz /usr/share/man/man3/SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT.3.gz /usr/share/man/man3/SDL_HINT_GDK_TEXTINPUT_DESCRIPTION.3.gz /usr/share/man/man3/SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH.3.gz /usr/share/man/man3/SDL_HINT_GDK_TEXTINPUT_SCOPE.3.gz /...
(window, &wmInfo); hwnd = wmInfo.info.win.window; #endif /* uncompress built-in gamecontrollerdb */ ptr = (uint8_t*)binary_gamecontrollerdb + 3; i = *ptr++; ptr += 6; if(i & 4) { w = *ptr++; w += (*ptr++ << 8); ptr += w; } if(i & 8) { while(*ptr++ ...