Moving all Gamepad Hotplug changes to separate branch

To ensure all Hotplug-related changes don't accidentally get leftover: this commit will revert all the back back to the accidental removal of Button Label's note.
This commit is contained in:
AL2009man 2025-03-07 14:34:54 -05:00
parent bd071015b6
commit 7291987ece

View file

@ -74,12 +74,6 @@ public:
return controller;
}
void ClearState()
{
memset(&state, 0, sizeof(state));
}
void PollAxis()
{
if (!CanPoll())
@ -179,11 +173,6 @@ inline Controller* FindController(int which)
static void SetControllerInputDevice(Controller* controller)
{
if (g_activeController && g_activeController != controller)
{
g_activeController->ClearState();
}
g_activeController = controller;
if (App::s_isLoading)
@ -208,14 +197,9 @@ static void SetControllerTimeOfDayLED(Controller& controller, bool isNight)
auto g = isNight ? 0 : 37;
auto b = isNight ? 101 : 184;
// Ensure the lightbar is set correctly
if (SDL_GameControllerHasLED(controller.controller))
{
SDL_GameControllerSetLED(controller.controller, r, g, b);
}
controller.SetLED(r, g, b);
}
int HID_OnSDLEvent(void*, SDL_Event* event)
{
switch (event->type)
@ -231,12 +215,6 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
g_controllers[freeIndex] = controller;
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
// Ensure Player 1's controller is always the active controller
if (freeIndex == 0)
{
SetControllerInputDevice(&g_controllers[0]);
}
}
break;
@ -249,19 +227,6 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
if (controller)
controller->Close();
// If Player 1's controller is removed, set the next available controller as active
if (controller == &g_controllers[0])
{
for (auto& ctrl : g_controllers)
{
if (ctrl.CanPoll())
{
SetControllerInputDevice(&ctrl);
break;
}
}
}
break;
}
@ -337,8 +302,6 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
return 0;
}
void hid::Init()
{
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");