Fix for XInput controllers having a different ID range

This commit is contained in:
kalaposfos13 2025-04-15 17:15:58 +02:00
parent 781a2d0b8d
commit 858dda2bd0
5 changed files with 30 additions and 18 deletions

View File

@ -3,6 +3,7 @@
#include <unordered_set> #include <unordered_set>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <common/singleton.h>
#include "common/config.h" #include "common/config.h"
#include "common/logging/log.h" #include "common/logging/log.h"
#include "core/libraries/kernel/time.h" #include "core/libraries/kernel/time.h"
@ -358,4 +359,15 @@ u32 GameController::Poll() {
return 100; return 100;
} }
u8 GameControllers::GetGamepadIndexFromJoystickId(SDL_JoystickID id) {
auto controllers = *Common::Singleton<GameControllers>::Instance();
for (int i = 0; i < 4; i++) {
if (controllers[i]->m_sdl_gamepad &&
SDL_GetGamepadID(controllers[i]->m_sdl_gamepad) == id) {
return i + 1;
}
}
return -1; // Not found
}
} // namespace Input } // namespace Input

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@ -8,6 +8,8 @@
#include "common/types.h" #include "common/types.h"
#include "core/libraries/pad/pad.h" #include "core/libraries/pad/pad.h"
#include "SDL3/SDL_joystick.h"
struct SDL_Gamepad; struct SDL_Gamepad;
namespace Input { namespace Input {
@ -106,6 +108,8 @@ public:
return controllers[i]; return controllers[i];
} }
static void TryOpenSDLControllers(GameControllers& controllers); static void TryOpenSDLControllers(GameControllers& controllers);
static u8 GetGamepadIndexFromJoystickId(SDL_JoystickID id);
}; };
} // namespace Input } // namespace Input

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@ -468,11 +468,11 @@ InputEvent InputBinding::GetInputEventFromSDLEvent(const SDL_Event& e) {
e.type == SDL_EVENT_MOUSE_WHEEL, 0); e.type == SDL_EVENT_MOUSE_WHEEL, 0);
case SDL_EVENT_GAMEPAD_BUTTON_DOWN: case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
case SDL_EVENT_GAMEPAD_BUTTON_UP: case SDL_EVENT_GAMEPAD_BUTTON_UP:
gamepad = GetGamepadIndexFromJoystickId(e.gbutton.which); gamepad = Input::GameControllers::GetGamepadIndexFromJoystickId(e.gbutton.which);
return InputEvent({InputType::Controller, (u32)e.gbutton.button, gamepad}, e.gbutton.down, return InputEvent({InputType::Controller, (u32)e.gbutton.button, gamepad}, e.gbutton.down,
0); 0);
case SDL_EVENT_GAMEPAD_AXIS_MOTION: case SDL_EVENT_GAMEPAD_AXIS_MOTION:
gamepad = GetGamepadIndexFromJoystickId(e.gaxis.which); gamepad = Input::GameControllers::GetGamepadIndexFromJoystickId(e.gaxis.which);
return InputEvent({InputType::Axis, (u32)e.gaxis.axis, gamepad}, true, e.gaxis.value / 256); return InputEvent({InputType::Axis, (u32)e.gaxis.axis, gamepad}, true, e.gaxis.value / 256);
default: default:
return InputEvent(); return InputEvent();
@ -753,8 +753,4 @@ void ActivateOutputsFromInputs() {
} }
} }
u8 GetGamepadIndexFromJoystickId(SDL_JoystickID id) {
return SDL_GetGamepadPlayerIndex(SDL_GetGamepadFromID(id)) + 1;
}
} // namespace Input } // namespace Input

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@ -471,6 +471,4 @@ bool UpdatePressedKeys(InputEvent event);
void ActivateOutputsFromInputs(); void ActivateOutputsFromInputs();
u8 GetGamepadIndexFromJoystickId(SDL_JoystickID id);
} // namespace Input } // namespace Input

View File

@ -191,7 +191,8 @@ void WindowSDL::WaitEvent() {
OnGamepadEvent(&event); OnGamepadEvent(&event);
break; break;
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: { case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: {
int controller_id = Input::GetGamepadIndexFromJoystickId(event.gsensor.which) - 1; int controller_id =
Input::GameControllers::GetGamepadIndexFromJoystickId(event.gsensor.which) - 1;
switch ((SDL_SensorType)event.gsensor.sensor) { switch ((SDL_SensorType)event.gsensor.sensor) {
case SDL_SENSOR_GYRO: case SDL_SENSOR_GYRO:
controllers[controller_id]->Gyro(0, event.gsensor.data); controllers[controller_id]->Gyro(0, event.gsensor.data);
@ -354,8 +355,8 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
// as it would break the entire touchpad handling // as it would break the entire touchpad handling
// You can still bind other things to it though // You can still bind other things to it though
if (event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD) { if (event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD) {
controllers[Input::GetGamepadIndexFromJoystickId(event->gbutton.which)]->CheckButton( controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gbutton.which)]
0, OrbisPadButtonDataOffset::TouchPad, input_down); ->CheckButton(0, OrbisPadButtonDataOffset::TouchPad, input_down);
return; return;
} }
@ -363,12 +364,12 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
switch ((SDL_SensorType)event->gsensor.sensor) { switch ((SDL_SensorType)event->gsensor.sensor) {
case SDL_SENSOR_GYRO: case SDL_SENSOR_GYRO:
controllers[Input::GetGamepadIndexFromJoystickId(event->gsensor.which)]->Gyro( controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gsensor.which)]
0, event->gsensor.data); ->Gyro(0, event->gsensor.data);
break; break;
case SDL_SENSOR_ACCEL: case SDL_SENSOR_ACCEL:
controllers[Input::GetGamepadIndexFromJoystickId(event->gsensor.which)]->Acceleration( controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gsensor.which)]
0, event->gsensor.data); ->Acceleration(0, event->gsensor.data);
break; break;
default: default:
break; break;
@ -377,9 +378,10 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN: case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
case SDL_EVENT_GAMEPAD_TOUCHPAD_UP: case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION: case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
controllers[Input::GetGamepadIndexFromJoystickId(event->gtouchpad.which)]->SetTouchpadState( controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gtouchpad.which)]
event->gtouchpad.finger, event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, ->SetTouchpadState(event->gtouchpad.finger,
event->gtouchpad.x, event->gtouchpad.y); event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event->gtouchpad.x,
event->gtouchpad.y);
return; return;
default: default:
break; break;