Open ceski-1 opened 1 month ago
I was thinking of a sub-menu in Woof that does the same thing as the test app, one level deeper than General > Gamepad, if that's possible.
Not sure if it will work now, but I like the idea. We can use it for Audio->Eq.
Not sure if it will work now, but I like the idea. We can use it for Audio->Eq.
You mean a nested sub-menu? Yes, we may use this in other situations as well.
We can use it for Audio->Eq.
Yes, that's what I was thinking as well.
Was I supposed to copypaste the result here?
030000004c0500006802000000000000,SplitFish Game Controller,platform:Windows,crc:5628,a:b0,b:b16,leftstick:b1,leftshoulder:b17,rightshoulder:b10,dpup:b4,dpdown:b6,dpleft:b7,dpright:b5,leftx:a0,lefty:a1,lefttrigger:b8,
030000004c0500006802000000000000,SplitFish Game Controller,platform:Windows,crc:5628,a:b0,b:b16,leftstick:b1,leftshoulder:b17,rightshoulder:b10,dpup:b4,dpdown:b6,dpleft:b7,dpright:b5,leftx:a0,lefty:a1,lefttrigger:b8, Press any key to continue . . .
@Chonkblonk Okay great, the next step would be to download this build and run it once to generate a woof.cfg. Then copy the controller map text into joy_mapping
and then launch Woof again and see if every button can be configured correctly.
Or to make it easier, here's a default woof.cfg with your controller map already applied: woof_splitfish.zip
It works perfectly.
So, uh, do I need to provide any more input at this time?
So, uh, do I need to provide any more input at this time?
That's it for now. I'll try to develop this further at some point, thank you.
@Chonkblonk Okay some good news, I added your controller to SDL so in the future it will just work automatically. It may take a while until the next SDL release, so I'll still try to develop some kind of input mapping for Woof in the meantime.
@ceski-1 This is great news, thank you!
This is an experiment to work around cases where controller mappings haven't been added to SDL's database yet. For example, ChopBlock223 has a unique controller without a mapping. There is a test app that can be used to create a mapping string which can be provided to the SDL devs, but it may take a long time until it shows up in a new release.
I compiled the test app here: controllermap-win64.zip
It prompts the user to press every controller input:
Then it outputs a controller mapping string at the end:
Which can be copied to woof.cfg:
If this initial experiment works okay, it can be developed further to be more streamlined so that the test app is not needed. I was thinking of a sub-menu in Woof that does the same thing as the test app, one level deeper than General > Gamepad, if that's possible. But the details can be worked out later.