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Merge pull request #10901 from german77/sdl_fix
input_common: Make use of new SDL features
This commit is contained in:
commit
ce990adae5
2
externals/SDL
vendored
2
externals/SDL
vendored
@ -1 +1 @@
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Subproject commit c27f3ead7c37bcbef608f385baa9fce7232efc6d
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Subproject commit 491fba1d06a4810645092b2559b9cc94abeb23bb
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@ -150,6 +150,8 @@ public:
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if (sdl_controller) {
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const auto type = SDL_GameControllerGetType(sdl_controller.get());
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return (type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) ||
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(type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT) ||
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(type == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) ||
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(type == SDL_CONTROLLER_TYPE_PS5);
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}
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return false;
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@ -228,9 +230,8 @@ public:
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return false;
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}
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Common::Input::BatteryLevel GetBatteryLevel() {
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const auto level = SDL_JoystickCurrentPowerLevel(sdl_joystick.get());
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switch (level) {
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Common::Input::BatteryLevel GetBatteryLevel(SDL_JoystickPowerLevel battery_level) {
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switch (battery_level) {
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case SDL_JOYSTICK_POWER_EMPTY:
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return Common::Input::BatteryLevel::Empty;
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case SDL_JOYSTICK_POWER_LOW:
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@ -378,7 +379,6 @@ void SDLDriver::InitJoystick(int joystick_index) {
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if (joystick_map.find(guid) == joystick_map.end()) {
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auto joystick = std::make_shared<SDLJoystick>(guid, 0, sdl_joystick, sdl_gamecontroller);
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PreSetController(joystick->GetPadIdentifier());
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SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
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joystick->EnableMotion();
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joystick_map[guid].emplace_back(std::move(joystick));
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return;
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@ -398,7 +398,6 @@ void SDLDriver::InitJoystick(int joystick_index) {
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const int port = static_cast<int>(joystick_guid_list.size());
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auto joystick = std::make_shared<SDLJoystick>(guid, port, sdl_joystick, sdl_gamecontroller);
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PreSetController(joystick->GetPadIdentifier());
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SetBattery(joystick->GetPadIdentifier(), joystick->GetBatteryLevel());
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joystick->EnableMotion();
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joystick_guid_list.emplace_back(std::move(joystick));
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}
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@ -438,8 +437,6 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
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if (const auto joystick = GetSDLJoystickBySDLID(event.jbutton.which)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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SetButton(identifier, event.jbutton.button, true);
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// Battery doesn't trigger an event so just update every button press
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SetBattery(identifier, joystick->GetBatteryLevel());
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}
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break;
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}
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@ -466,6 +463,13 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
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}
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break;
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}
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case SDL_JOYBATTERYUPDATED: {
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if (auto joystick = GetSDLJoystickBySDLID(event.jbattery.which)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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SetBattery(identifier, joystick->GetBatteryLevel(event.jbattery.level));
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}
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break;
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}
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case SDL_JOYDEVICEREMOVED:
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LOG_DEBUG(Input, "Controller removed with Instance_ID {}", event.jdevice.which);
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CloseJoystick(SDL_JoystickFromInstanceID(event.jdevice.which));
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@ -501,6 +505,9 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "0");
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} else {
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS, "1");
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}
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// Disable hidapi drivers for pro controllers when the custom joycon driver is enabled
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@ -508,8 +515,11 @@ SDLDriver::SDLDriver(std::string input_engine_) : InputEngine(std::move(input_en
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "0");
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} else {
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
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}
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED, "1");
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// Disable hidapi driver for xbox. Already default on Windows, this causes conflict with native
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// driver on Linux.
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_XBOX, "0");
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@ -789,7 +799,9 @@ ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& p
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// This list also excludes Screenshot since there's not really a mapping for that
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ButtonBindings switch_to_sdl_button;
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if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) {
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if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO ||
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SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT ||
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SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT) {
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switch_to_sdl_button = GetNintendoButtonBinding(joystick);
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} else {
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switch_to_sdl_button = GetDefaultButtonBinding();
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