Prevent double input events on gamepad when running through steam input #79706

Co-authored-by: Eoin O'Neill <eoinoneill1991@gmail.com>
This commit is contained in:
puzzud 2023-07-20 08:56:48 -04:00 committed by Relintai
parent 9240163139
commit 21d78d77f6
6 changed files with 51 additions and 4 deletions

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@ -72,6 +72,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis); ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name); ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid); ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
ClassDB::bind_method(D_METHOD("should_ignore_device", "vendor_id", "product_id"), &Input::should_ignore_device);
ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads); ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength); ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
ClassDB::bind_method(D_METHOD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration); ClassDB::bind_method(D_METHOD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration);

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@ -99,6 +99,7 @@ public:
virtual void remove_joy_mapping(String p_guid) = 0; virtual void remove_joy_mapping(String p_guid) = 0;
virtual bool is_joy_known(int p_device) = 0; virtual bool is_joy_known(int p_device) = 0;
virtual String get_joy_guid(int p_device) const = 0; virtual String get_joy_guid(int p_device) const = 0;
virtual bool should_ignore_device(int p_vendor_id, int p_product_id) const = 0;
virtual Vector2 get_joy_vibration_strength(int p_device) = 0; virtual Vector2 get_joy_vibration_strength(int p_device) = 0;
virtual float get_joy_vibration_duration(int p_device) = 0; virtual float get_joy_vibration_duration(int p_device) = 0;
virtual uint64_t get_joy_vibration_timestamp(int p_device) = 0; virtual uint64_t get_joy_vibration_timestamp(int p_device) = 0;

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@ -360,6 +360,15 @@
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS. [b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
</description> </description>
</method> </method>
<method name="should_ignore_device" qualifiers="const">
<return type="bool" />
<argument index="0" name="vendor_id" type="int" />
<argument index="1" name="product_id" type="int" />
<description>
Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable [code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Read the [url=https://wiki.libsdl.org/SDL2]SDL documentation[/url] for more information.
[b]Note:[/b] Some 3rd party tools can contribute to the list of ignored devices. For example, [i]SteamInput[/i] creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.
</description>
</method>
<method name="start_joy_vibration"> <method name="start_joy_vibration">
<return type="void" /> <return type="void" />
<argument index="0" name="device" type="int" /> <argument index="0" name="device" type="int" />

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@ -840,6 +840,27 @@ InputDefault::InputDefault() {
parse_mapping(entries[i]); parse_mapping(entries[i]);
} }
} }
String env_ignore_devices = OS::get_singleton()->get_environment("SDL_GAMECONTROLLER_IGNORE_DEVICES");
if (!env_ignore_devices.empty()) {
Vector<String> entries = env_ignore_devices.split(",");
for (int i = 0; i < entries.size(); i++) {
Vector<String> vid_pid = entries[i].split("/");
if (vid_pid.size() < 2) {
continue;
}
print_verbose(vformat("Device Ignored -- Vendor: %s Product: %s", vid_pid[0], vid_pid[1]));
const uint16_t vid_unswapped = vid_pid[0].hex_to_int();
const uint16_t pid_unswapped = vid_pid[1].hex_to_int();
const uint16_t vid = BSWAP16(vid_unswapped);
const uint16_t pid = BSWAP16(pid_unswapped);
uint32_t full_id = (((uint32_t)vid) << 16) | ((uint16_t)pid);
ignored_device_ids.insert(full_id);
}
}
} }
void InputDefault::joy_button(int p_device, int p_button, bool p_pressed) { void InputDefault::joy_button(int p_device, int p_button, bool p_pressed) {
@ -1334,6 +1355,11 @@ String InputDefault::get_joy_guid(int p_device) const {
return OS::get_singleton()->get_joy_guid(p_device); return OS::get_singleton()->get_joy_guid(p_device);
} }
bool InputDefault::should_ignore_device(int p_vendor_id, int p_product_id) const {
uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id);
return ignored_device_ids.has(full_id);
}
//platforms that use the remapping system can override and call to these ones //platforms that use the remapping system can override and call to these ones
bool InputDefault::is_joy_mapped(int p_device) { bool InputDefault::is_joy_mapped(int p_device) {
if (joy_names.has(p_device)) { if (joy_names.has(p_device)) {

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@ -203,6 +203,8 @@ private:
Vector<JoyDeviceMapping> map_db; Vector<JoyDeviceMapping> map_db;
Set<uint32_t> ignored_device_ids;
JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, int p_button); JoyEvent _get_mapped_button_event(const JoyDeviceMapping &mapping, int p_button);
JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, int p_axis, float p_value); JoyEvent _get_mapped_axis_event(const JoyDeviceMapping &mapping, int p_axis, float p_value);
void _get_mapped_hat_events(const JoyDeviceMapping &mapping, int p_hat, JoyEvent r_events[HAT_MAX]); void _get_mapped_hat_events(const JoyDeviceMapping &mapping, int p_hat, JoyEvent r_events[HAT_MAX]);
@ -300,6 +302,8 @@ public:
virtual bool is_joy_known(int p_device); virtual bool is_joy_known(int p_device);
virtual String get_joy_guid(int p_device) const; virtual String get_joy_guid(int p_device) const;
bool should_ignore_device(int p_vendor_id, int p_product_id) const;
virtual String get_joy_button_string(int p_button); virtual String get_joy_button_string(int p_button);
virtual String get_joy_axis_string(int p_axis); virtual String get_joy_axis_string(int p_axis);
virtual int get_joy_axis_index_from_string(String p_axis); virtual int get_joy_axis_index_from_string(String p_axis);

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@ -387,6 +387,16 @@ void JoypadLinux::open_joypad(const char *p_path) {
return; return;
} }
uint16_t vendor = BSWAP16(inpid.vendor);
uint16_t product = BSWAP16(inpid.product);
uint16_t version = BSWAP16(inpid.version);
if (input->should_ignore_device(vendor, product)) {
// This can be true in cases where Steam is passing information into the game to ignore
// original gamepads when using virtual rebindings (See SteamInput).
return;
}
MutexLock lock(joypads_mutex[joy_num]); MutexLock lock(joypads_mutex[joy_num]);
Joypad &joypad = joypads[joy_num]; Joypad &joypad = joypads[joy_num];
joypad.reset(); joypad.reset();
@ -395,10 +405,6 @@ void JoypadLinux::open_joypad(const char *p_path) {
setup_joypad_properties(joypad); setup_joypad_properties(joypad);
sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0); sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0);
if (inpid.vendor && inpid.product && inpid.version) { if (inpid.vendor && inpid.product && inpid.version) {
uint16_t vendor = BSWAP16(inpid.vendor);
uint16_t product = BSWAP16(inpid.product);
uint16_t version = BSWAP16(inpid.version);
sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0); sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0);
input->joy_connection_changed(joy_num, true, name, uid); input->joy_connection_changed(joy_num, true, name, uid);
} else { } else {