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Input: Drop obsolete versions of SDL gamecontrollerdb #38292
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akien-mga
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Apr 28, 2020
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Input: Drop obsolete versions of SDL gamecontrollerdb #38292
akien-mga
merged 1 commit into
godotengine:master
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akien-mga:input-drop-obsolete-controllerdbs
Apr 28, 2020
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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.
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Note: Some of the removed mappings might have had a uuid which is not in If you own such a controller, please see https://github.com/gabomdq/SDL_GameControllerDB for instructions on how to generate the mappings for your controller and make a PR there. |
Cherry-picked for 3.2.2. |
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Removed by mistake in godotengine#38292 like the Windows `__XINPUT_DEVICE__`, this magic binding is referenced directly in our code.
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Removed by mistake in godotengine#38292 like the Windows `__XINPUT_DEVICE__`, this magic binding is referenced directly in our code. (cherry picked from commit 1c61b31)
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Removed by mistake in godotengine#38292 like the Windows `__XINPUT_DEVICE__`, this magic binding is referenced directly in our code.
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Removed by mistake in godotengine#38292 like the Windows `__XINPUT_DEVICE__`, this magic binding is referenced directly in our code. (cherry picked from commit 1c61b31)
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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.
@Faless @vnen WDYT of the pertinence of the Javascript and UWP mappings respectively? For Javascript, should we see if we could have them upstreamed? (provided that they work)
For UWP, it seems to be a placeholder/default controller which could likely be added directly in the
JoypadUWP()
constructor?Related to #38151.