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https://github.com/idbrii/love-gamepadguesser

Guess what a gamepad should look like and provide a default set of art that matches the input gamepad.
https://github.com/idbrii/love-gamepadguesser

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Guess what a gamepad should look like and provide a default set of art that matches the input gamepad.

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[![Requires love2d 11.3+
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# GamepadGuesser

Guesses what a gamepad should look like and provides a default set of art that
matches the input gamepad.

*Not an input mapping library. If you want to define input bindings, I
recommend [baton](https://github.com/tesselode/baton).*

Simplify showing gamepad icons with gamepadguesser. It loads the extensive
[SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) for
better gamepad support, maps joysticks to appearance (console-specific buttons
like Xbox, Nintendo, ...), and builds images on demand for each GamepadButton
and GamepadAxis.

You can start displaying the correct image for your buttons in only a few lines
of code:

```lua
local gamepadguesser = require "gamepadguesser"

local joy = gamepadguesser.createJoystickData("gamepadguesser")

function love.gamepadpressed(joystick, button)
gamepad = joystick
btn = button
end

function love.draw()
if btn then
love.graphics.draw(joy:getImage(gamepad, btn), 0, 0)
end
end
```

GamepadGuesser caches each image it creates, so you can call getImage in draw
without worrying about garbage.

See main.lua for a more extensive example.

## Disabling Autodetection

Autodetection may be imperfect, so you can set an override to force a specific
console visual:
```
joy:overrideConsole(joystick, "nintendo")
```
You can use `gamepadguesser.CONSOLES` to provide a list of options in your
settings menu (also include an "auto" option that passes `nil` to
overrideConsole.

## Low-level operation

You can also use gamepadguesser with your own art. The easiest way is to modify
the art in gamepadguesser/assets/images/ to ensure the correct file names.

You can also get the name of the console associated with the joystick ("xbox",
"playstation", "nintendo"):

```lua
function love.gamepadpressed(joystick, button)
text = gamepadguesser.joystickToConsole(joystick)
end

function love.draw()
love.graphics.printf(text or "", 0, 0, 100)
end
```

Calling `gamepadguesser` functions directly doesn't automatically load
SDL_GameControllerDB. You can call
`gamepadguesser.loadMappings(path_to_gamepadguesser)` to load them yourself.

## Caveats

lovejs returns `nil` for `getGamepadMappingString()` and `getName()` produces
generic names, so all gamepads appear to be xbox gamepads in web builds.

Requires love2d 11.3+ because getting gamepad names depends on
[getGamepadMappingString](https://love2d.org/wiki/Joystick:getGamepadMappingString).

## License

* gamepadguesser - idbrii - MIT
* [SDL_GameControllerDB](https://github.com/gabomdq/SDL_GameControllerDB) - Sam Lantinga - [SDL License](https://github.com/gabomdq/SDL_GameControllerDB/blob/master/LICENSE)
* [gamepad art in assets/images/](https://thoseawesomeguys.com/prompts/) - Nicolae (Xelu) Berbece - [CC0](https://creativecommons.org/share-your-work/public-domain/cc0/)