@@ -48,7 +48,7 @@
* It uses the shared input device.
*/
-static const __u16 wiimod_keys_map[] = {
+static const __u16 wiimod_keys_map_legacy[] = {
KEY_LEFT, /* WIIPROTO_KEY_LEFT */
KEY_RIGHT, /* WIIPROTO_KEY_RIGHT */
KEY_UP, /* WIIPROTO_KEY_UP */
@@ -62,29 +62,48 @@ static const __u16 wiimod_keys_map[] = {
BTN_MODE, /* WIIPROTO_KEY_HOME */
};
+static const __u16 wiimod_keys_map[] = {
+ BTN_DPAD_LEFT, /* WIIPROTO_KEY_LEFT */
+ BTN_DPAD_RIGHT, /* WIIPROTO_KEY_RIGHT */
+ BTN_DPAD_UP, /* WIIPROTO_KEY_UP */
+ BTN_DPAD_DOWN, /* WIIPROTO_KEY_DOWN */
+ BTN_START, /* WIIPROTO_KEY_PLUS */
+ BTN_SELECT, /* WIIPROTO_KEY_MINUS */
+ BTN_TRIGGER_HAPPY1, /* WIIPROTO_KEY_ONE */
+ BTN_TRIGGER_HAPPY2, /* WIIPROTO_KEY_TWO */
+ BTN_SOUTH, /* WIIPROTO_KEY_A */
+ BTN_TR, /* WIIPROTO_KEY_B */
+ BTN_MODE, /* WIIPROTO_KEY_HOME */
+};
+
static void wiimod_keys_in_keys(struct wiimote_data *wdata, const __u8 *keys)
{
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_LEFT],
+ const __u16 *map = wiimod_keys_map;
+
+ if (wdata->state.flags & WIIPROTO_FLAG_LEGACY)
+ map = wiimod_keys_map_legacy;
+
+ input_report_key(wdata->input, map[WIIPROTO_KEY_LEFT],
!!(keys[0] & 0x01));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_RIGHT],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_RIGHT],
!!(keys[0] & 0x02));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_DOWN],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_DOWN],
!!(keys[0] & 0x04));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_UP],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_UP],
!!(keys[0] & 0x08));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_PLUS],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_PLUS],
!!(keys[0] & 0x10));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_TWO],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_TWO],
!!(keys[1] & 0x01));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_ONE],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_ONE],
!!(keys[1] & 0x02));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_B],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_B],
!!(keys[1] & 0x04));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_A],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_A],
!!(keys[1] & 0x08));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_MINUS],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_MINUS],
!!(keys[1] & 0x10));
- input_report_key(wdata->input, wiimod_keys_map[WIIPROTO_KEY_HOME],
+ input_report_key(wdata->input, map[WIIPROTO_KEY_HOME],
!!(keys[1] & 0x80));
input_sync(wdata->input);
}
@@ -92,11 +111,15 @@ static void wiimod_keys_in_keys(struct wiimote_data *wdata, const __u8 *keys)
static int wiimod_keys_probe(const struct wiimod_ops *ops,
struct wiimote_data *wdata)
{
+ const __u16 *map = wiimod_keys_map;
unsigned int i;
+ if (wdata->state.flags & WIIPROTO_FLAG_LEGACY)
+ map = wiimod_keys_map_legacy;
+
set_bit(EV_KEY, wdata->input->evbit);
for (i = 0; i < WIIPROTO_KEY_COUNT; ++i)
- set_bit(wiimod_keys_map[i], wdata->input->keybit);
+ set_bit(map[i], wdata->input->keybit);
return 0;
}
Our gamepad API (./Documentation/input/gamepad.txt) clearly defines rules how to map buttons for gamepads. A wiimote can easily be used as gamepad and provides most of the features. Unfortunately, the gamepad API didn't exist when hid-wiimote was written. This patch changes the button-mappings to comply to gamepad rules. For compatibility reasons, we keep the old mappings if legacy-mode was enabled. Signed-off-by: David Herrmann <dh.herrmann@gmail.com> --- drivers/hid/hid-wiimote-modules.c | 49 ++++++++++++++++++++++++++++----------- 1 file changed, 36 insertions(+), 13 deletions(-)