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510e83498e
The 204 and 205 are the older, SDL 2.0.4 and 2.0.5 compatible mappings, but since all new mappings have only been added to the main gamecontrollerdb.txt which overrides the older entries, it doesn't make much sense for us to keep the old databases. We do not support the SDL2 half axes and inverted axes features from gamecontrollerdb.txt, but this only impacts the specific controllers which can use those features, the rest are parsed and used properly. As for godotcontrollerdb.txt, it doesn't make sense for us to maintain our own custom mappings instead of submitting them upstream. The only exception is the Javascript and UWP platforms for which no bindings are available upstream, so we keep those entries.
27 lines
909 B
Python
27 lines
909 B
Python
#!/usr/bin/env python
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Import("env")
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from platform_methods import run_in_subprocess
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import input_builders
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# Order matters here. Higher index controller database files write on top of lower index database files.
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controller_databases = [
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"#core/input/gamecontrollerdb.txt",
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"#core/input/godotcontrollerdb.txt",
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]
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env.Depends("#core/input/default_controller_mappings.gen.cpp", controller_databases)
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env.CommandNoCache(
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"#core/input/default_controller_mappings.gen.cpp",
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controller_databases,
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run_in_subprocess(input_builders.make_default_controller_mappings),
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)
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env.add_source_files(env.core_sources, "*.cpp")
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# Don't warn about duplicate entry here, we need it registered manually for first build,
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# even if later builds will pick it up twice due to above *.cpp globbing.
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env.add_source_files(env.core_sources, "#core/input/default_controller_mappings.gen.cpp", warn_duplicates=False)
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