gilrs: Add code to unknown buttons and axes (#8560)
# Objective I'm using a joystick to control my game (a flight simulator), so gilrs has not mapped all of the buttons. As discussed elsewhere, that's intentional by gilrs, and that's fine - but, gilrs does give us the code for the axis/button, which games can use to do their own mapping if we expose it. Fixes #1916 ## Solution I change the gilrs converter to use the (already existing) `Other` variant of the axis/button types to expose the code, so users can access them through events. The code is given to us as a u32, but here I store it as a u8 just by casting. The presumption is that joysticks will not typically have more than 256 axes or buttons, indeed as of [2020](https://patchwork.kernel.org/project/linux-input/patch/CACa7zykn0q9XJAUvrqnNATr4DUv3Kc7XujF3vm6sfRB5pE6YNQ@mail.gmail.com/) linux only supported 80 buttons. So I think it should be fine. --- ## Changelog - Exposed unmapped gamepad events ## Migration Guide I don't think there should be any action required for users who don't want this functionality. Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
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Lane Kolbly committed
2997aa879353d0718dc1983ed69952aa3fefdb86
Parent: 1b16850
Committed by GitHub <noreply@github.com>
on 5/22/2026, 10:04:33 AM