Re-enable axis correlation for raw input controllers, for twin stick shooters that don't need face buttons

This commit is contained in:
Sam Lantinga 2020-11-27 10:44:51 -08:00
parent ce77966da8
commit a7dede7e36

View File

@ -63,6 +63,7 @@ typedef struct WindowsGamingInputGamepadState WindowsGamingInputGamepadState;
#if defined(SDL_JOYSTICK_RAWINPUT_XINPUT) || defined(SDL_JOYSTICK_RAWINPUT_WGI) #if defined(SDL_JOYSTICK_RAWINPUT_XINPUT) || defined(SDL_JOYSTICK_RAWINPUT_WGI)
#define SDL_JOYSTICK_RAWINPUT_MATCHING #define SDL_JOYSTICK_RAWINPUT_MATCHING
#define SDL_JOYSTICK_RAWINPUT_MATCH_AXES
#endif #endif
/*#define DEBUG_RAWINPUT*/ /*#define DEBUG_RAWINPUT*/
@ -364,6 +365,10 @@ RAWINPUT_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id,
*slot_idx = 0; *slot_idx = 0;
if (!state->any_data) {
return SDL_FALSE;
}
match_count = 0; match_count = 0;
for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) { for (user_index = 0; user_index < XUSER_MAX_COUNT; ++user_index) {
if (!xinput_state[user_index].used && RAWINPUT_XInputSlotMatches(state, user_index)) { if (!xinput_state[user_index].used && RAWINPUT_XInputSlotMatches(state, user_index)) {
@ -376,10 +381,7 @@ RAWINPUT_GuessXInputSlot(const WindowsMatchState *state, Uint8 *correlation_id,
/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched. /* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
Note that we're still invalidating *other* potential correlations if we have more than one match or we have no Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
data. */ data. */
if (match_count == 1 && state->any_data) { return (match_count == 1) ? SDL_TRUE : SDL_FALSE;
return SDL_TRUE;
}
return SDL_FALSE;
} }
#endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */ #endif /* SDL_JOYSTICK_RAWINPUT_XINPUT */
@ -579,6 +581,10 @@ RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *corr
{ {
int match_count; int match_count;
if (!state->any_data) {
return SDL_FALSE;
}
match_count = 0; match_count = 0;
for (int user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) { for (int user_index = 0; user_index < wgi_state.per_gamepad_count; ++user_index) {
WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index]; WindowsGamingInputGamepadState *gamepad_state = wgi_state.per_gamepad[user_index];
@ -592,10 +598,7 @@ RAWINPUT_GuessWindowsGamingInputSlot(const WindowsMatchState *state, Uint8 *corr
/* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched. /* Only return a match if we match exactly one, and we have some non-zero data (buttons or axes) that matched.
Note that we're still invalidating *other* potential correlations if we have more than one match or we have no Note that we're still invalidating *other* potential correlations if we have more than one match or we have no
data. */ data. */
if (match_count == 1 && state->any_data) { return (match_count == 1) ? SDL_TRUE : SDL_FALSE;
return SDL_TRUE;
}
return SDL_FALSE;
} }
static void static void