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https://github.com/shadps4-emu/shadPS4.git
synced 2025-04-20 03:24:49 +00:00
Fix for XInput controllers having a different ID range
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parent
781a2d0b8d
commit
858dda2bd0
5 changed files with 30 additions and 18 deletions
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@ -3,6 +3,7 @@
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#include <unordered_set>
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#include <SDL3/SDL.h>
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#include <common/singleton.h>
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#include "common/config.h"
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#include "common/logging/log.h"
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#include "core/libraries/kernel/time.h"
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@ -358,4 +359,15 @@ u32 GameController::Poll() {
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return 100;
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}
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u8 GameControllers::GetGamepadIndexFromJoystickId(SDL_JoystickID id) {
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auto controllers = *Common::Singleton<GameControllers>::Instance();
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for (int i = 0; i < 4; i++) {
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if (controllers[i]->m_sdl_gamepad &&
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SDL_GetGamepadID(controllers[i]->m_sdl_gamepad) == id) {
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return i + 1;
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}
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}
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return -1; // Not found
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}
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} // namespace Input
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@ -8,6 +8,8 @@
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#include "common/types.h"
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#include "core/libraries/pad/pad.h"
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#include "SDL3/SDL_joystick.h"
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struct SDL_Gamepad;
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namespace Input {
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@ -106,6 +108,8 @@ public:
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return controllers[i];
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}
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static void TryOpenSDLControllers(GameControllers& controllers);
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static u8 GetGamepadIndexFromJoystickId(SDL_JoystickID id);
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};
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} // namespace Input
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@ -468,11 +468,11 @@ InputEvent InputBinding::GetInputEventFromSDLEvent(const SDL_Event& e) {
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e.type == SDL_EVENT_MOUSE_WHEEL, 0);
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case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
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case SDL_EVENT_GAMEPAD_BUTTON_UP:
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gamepad = GetGamepadIndexFromJoystickId(e.gbutton.which);
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gamepad = Input::GameControllers::GetGamepadIndexFromJoystickId(e.gbutton.which);
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return InputEvent({InputType::Controller, (u32)e.gbutton.button, gamepad}, e.gbutton.down,
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0);
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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gamepad = GetGamepadIndexFromJoystickId(e.gaxis.which);
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gamepad = Input::GameControllers::GetGamepadIndexFromJoystickId(e.gaxis.which);
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return InputEvent({InputType::Axis, (u32)e.gaxis.axis, gamepad}, true, e.gaxis.value / 256);
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default:
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return InputEvent();
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@ -753,8 +753,4 @@ void ActivateOutputsFromInputs() {
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}
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}
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u8 GetGamepadIndexFromJoystickId(SDL_JoystickID id) {
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return SDL_GetGamepadPlayerIndex(SDL_GetGamepadFromID(id)) + 1;
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}
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} // namespace Input
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@ -471,6 +471,4 @@ bool UpdatePressedKeys(InputEvent event);
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void ActivateOutputsFromInputs();
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u8 GetGamepadIndexFromJoystickId(SDL_JoystickID id);
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} // namespace Input
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@ -191,7 +191,8 @@ void WindowSDL::WaitEvent() {
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OnGamepadEvent(&event);
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break;
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case SDL_EVENT_GAMEPAD_SENSOR_UPDATE: {
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int controller_id = Input::GetGamepadIndexFromJoystickId(event.gsensor.which) - 1;
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int controller_id =
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Input::GameControllers::GetGamepadIndexFromJoystickId(event.gsensor.which) - 1;
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switch ((SDL_SensorType)event.gsensor.sensor) {
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case SDL_SENSOR_GYRO:
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controllers[controller_id]->Gyro(0, event.gsensor.data);
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@ -354,8 +355,8 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
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// as it would break the entire touchpad handling
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// You can still bind other things to it though
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if (event->gbutton.button == SDL_GAMEPAD_BUTTON_TOUCHPAD) {
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controllers[Input::GetGamepadIndexFromJoystickId(event->gbutton.which)]->CheckButton(
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0, OrbisPadButtonDataOffset::TouchPad, input_down);
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controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gbutton.which)]
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->CheckButton(0, OrbisPadButtonDataOffset::TouchPad, input_down);
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return;
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}
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@ -363,12 +364,12 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
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case SDL_EVENT_GAMEPAD_SENSOR_UPDATE:
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switch ((SDL_SensorType)event->gsensor.sensor) {
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case SDL_SENSOR_GYRO:
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controllers[Input::GetGamepadIndexFromJoystickId(event->gsensor.which)]->Gyro(
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0, event->gsensor.data);
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controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gsensor.which)]
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->Gyro(0, event->gsensor.data);
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break;
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case SDL_SENSOR_ACCEL:
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controllers[Input::GetGamepadIndexFromJoystickId(event->gsensor.which)]->Acceleration(
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0, event->gsensor.data);
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controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gsensor.which)]
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->Acceleration(0, event->gsensor.data);
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break;
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default:
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break;
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@ -377,9 +378,10 @@ void WindowSDL::OnGamepadEvent(const SDL_Event* event) {
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case SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_UP:
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case SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION:
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controllers[Input::GetGamepadIndexFromJoystickId(event->gtouchpad.which)]->SetTouchpadState(
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event->gtouchpad.finger, event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP,
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event->gtouchpad.x, event->gtouchpad.y);
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controllers[Input::GameControllers::GetGamepadIndexFromJoystickId(event->gtouchpad.which)]
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->SetTouchpadState(event->gtouchpad.finger,
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event->type != SDL_EVENT_GAMEPAD_TOUCHPAD_UP, event->gtouchpad.x,
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event->gtouchpad.y);
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return;
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default:
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break;
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