Don't rumble Bluetooth PS4 controllers by default, as that switches the controller into extended input report mode, which breaks games that use DirectInput.

This commit is contained in:
Sam Lantinga 2018-08-29 20:23:39 -07:00
parent 16ccff3c56
commit 207428b444
2 changed files with 27 additions and 1 deletions

View File

@ -487,6 +487,21 @@ extern "C" {
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4"
/**
* \brief A variable controlling whether extended input reports should be used for PS4 controllers when using the HIDAPI driver.
*
* This variable can be set to the following values:
* "0" - extended reports are not enabled (the default)
* "1" - extended reports
*
* Extended input reports allow rumble on Bluetooth PS4 controllers, but
* break DirectInput handling for applications that don't use SDL.
*
* Once extended reports are enabled, they can not be disabled without
* power cycling the controller.
*/
#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE "SDL_JOYSTICK_HIDAPI_PS4_RUMBLE"
/**
* \brief A variable controlling whether the HIDAPI driver for Steam Controllers should be used.
*

View File

@ -107,6 +107,7 @@ typedef struct {
SDL_bool is_dongle;
SDL_bool is_bluetooth;
SDL_bool audio_supported;
SDL_bool rumble_supported;
Uint8 volume;
Uint32 last_volume_check;
Uint32 rumble_expiration;
@ -297,6 +298,12 @@ HIDAPI_DriverPS4_Init(SDL_Joystick *joystick, hid_device *dev, Uint16 vendor_id,
ctx->audio_supported = SDL_TRUE;
}
if (ctx->is_bluetooth) {
ctx->rumble_supported = SDL_GetHintBoolean(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, SDL_FALSE);
} else {
ctx->rumble_supported = SDL_TRUE;
}
/* Initialize LED and effect state */
HIDAPI_DriverPS4_Rumble(joystick, dev, ctx, 0, 0, 0);
@ -316,6 +323,10 @@ HIDAPI_DriverPS4_Rumble(SDL_Joystick *joystick, hid_device *dev, void *context,
Uint8 data[78];
int report_size, offset;
if (!ctx->rumble_supported) {
return SDL_Unsupported();
}
/* In order to send rumble, we have to send a complete effect packet */
SDL_memset(data, 0, sizeof(data));