Adds xinput support to wine, without changing the source of wine. sdl2 version
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Pull request Compare This branch is 26 commits behind KoKuToru:master.
Latest commit bd609cd Nov 19, 2015 @Hinsbart Hinsbart add init gamecontroller flag, now reads mapping from env
Signed-off-by: hondres <hinsbart@users.noreply.github.com>

README.md

koku-xinput-wine

Adds xinput support to wine, without changing the source of wine. Modified to use SDL2 gamepad mappings

Install

If you are on 64Bit you will need 32Bit tool-chain (multilib)

Because this will generate 32Bit code, no 64Bit support !

It depens on SDL2-Librarys.

 [user@host code]$git clone https://github.com/Hinsbart/koku-xinput-wine.git
 [user@host code]$cd koku-xinput-wine
 [user&host code]$cmake .
 [user@host code]$make

After this there will be a 'koku-xinput-wine.so' in the folder.

Usage

 [user@host game]$export LD_PRELOAD=/lib-path/koku-xinput-wine.so
 [user@host game]$wine game.exe

Simple Elegance, without patching wine. Of course it would be wiser to put this code into wine..

Config

You can add sdl2 gamepad mappings by putting them in file named "gamecontrollerdb.txt" and place it next to your game executable, or via the SDL_GAMECONTROLLERCONFIG environment variable.

You can find a premade gamecontrollerdb.txt with a lot of mappings here