See Digital Inputs section for details on how buttons and keys are named. In the console you can start entering bindings : =.Run the JoyShockMapper executable, and you should see a console window welcoming you to JoyShockMapper. Most modern controllers will be suported, including all Xbox, Playstation and Switch controllers. The application will work on both X11 and Wayland, though focused window detection only works on X11.Ĭonnect your controller either with a usb cable or via bluetooth. This can be achieved by chown-ing the required device nodes to the user running the application, or by applying the udev rules found in dist/linux/les, adding your user to the input group, and restarting the computer for the changes to take effect. The application requires rw access to /dev/uinput, and /dev/hidraw (the actual device depends on the node allocated by the OS). This was done to keep changes to the core logic of the application to a minimum, and lower the chance of causing regressions for existing users. JoyShockMapper was initially developed for Windows, this has the side-effect of some types used through the code-base are Windows specific. In order to build on Linux, the following dependencies must be met, with their respective development packages:ĭue to a bug in GCC, the project in its current form will only build with Clang. DCMAKE_CXX_COMPILER=clang++ & cmake -build. To create a Visual Studio 圆4 configuration: cmake.To create a Visual Studio x86 configuration: cmake.Generate the project by runnning the following in a command prompt at the project root: The Linux implementation can be found in the following files: The Windows implementation can be found in the following files: src/operators.cpp - Implementation of all streaming and comparison operators for custom types declared in JoyShockMapper.h.src/CmdRegistry.cpp - Implementation for the command line processing entry point.The core processing logic should be kept in the other files as much as possible, and have the JSM specific logic in this file. src/main.cpp - This does just about all the main logic of the application.include/JSMVariable.hpp - Header for the templated core variable class and a few derivatives.include/JSMAssignment.hpp - Header for the templated class assignment commands.include/CmdRegistry.h - This header defines the base command type and the CmdRegistry class that processes them.include/Whitelister.h - This is another self contained Windows specific module that uses a socket to communicate with HIDCerberus and whitelist JSM, the Linux implementation, currently, is a stub.include/TrayIcon.h - This is a self contained module used to display in Windows an icon in the system tray with a contextual menu.include/PlatformDefinitions.h - This is a set of declarations that create a common ground when dealing with platform-specific types and definitions.include/InputHelpers.h - This is platform agnostic declaration of wrappers for OS function calls and features.No variables are defined here, only constants. include/JoyShockMapper.h - This header provides important type definitions that can be shared across the whole project.The following files are platform-agnostic: The project is structured into a set of platform-agnostic headers, while platform-specific source files can be found in their respective subdirectories. JoyShockMapper was written in C++ and is built using CMake. Please let us know if you have any trouble with this. JoyShockMapper should now be able to be built on and for Linux.
JoyShockMapper is primarily developed on Windows. JoyShockMapper is also a reference implementation for many of the best practices described on GyroWiki. It now uses SDL2 for controller support, and JoyShockLibrary's developer has made code contributions to SDL2 to make sure it covers the same features. My goal with JoyShockMapper is to enable you to play PC games with DS, DS4, Jo圜ons, and Pro Controllers even better than you can on their respective consoles - and demonstrate that more games should use these features in these ways.ĭownload JoyShockMapper to use right away here!įor developers, version 2.2 and older serve as a reference implementation for using JoyShockLibrary to read inputs from DualShock 4, DualSense, Jo圜ons, and Pro Controller in your games. They also have an incredibly versatile and underutilised input that their biggest rival (Microsoft's Xbox One controller) doesn't have: a 3-axis gyroscope (from here on, “gyro”). They have many of the features expected of modern game controllers. The Sony PlayStation DualSense, DualShock 4, Nintendo Switch Jo圜ons (used in pairs), and Nintendo Switch Pro Controller have much in common.