Lightbar detection when using multiple PlayStation controllers at the same time.

An attempt to remedy the Lightbar activation. While Player 2/3/4 will override the in-game lightbar event upon connection: it'll later revert back to the in-game event.
This commit is contained in:
AL2009man 2025-03-06 19:45:13 -05:00
parent c9b3a5e03f
commit a96fc60dcd

View file

@ -10,6 +10,13 @@
#define TRANSLATE_INPUT(S, X) SDL_GameControllerGetButton(controller, S) << FirstBitLow(X)
#define VIBRATION_TIMEOUT_MS 5000
struct LEDColor
{
uint8_t r;
uint8_t g;
uint8_t b;
};
class Controller
{
public:
@ -19,6 +26,7 @@ public:
XAMINPUT_GAMEPAD state{};
XAMINPUT_VIBRATION vibration{ 0, 0 };
int index{};
LEDColor ledColor{ 0, 0, 0 };
Controller() = default;
@ -131,13 +139,16 @@ public:
SDL_GameControllerRumble(controller, vibration.wLeftMotorSpeed * 256, vibration.wRightMotorSpeed * 256, VIBRATION_TIMEOUT_MS);
}
void SetLED(const uint8_t r, const uint8_t g, const uint8_t b) const
void SetLED(const uint8_t r, const uint8_t g, const uint8_t b)
{
SDL_GameControllerSetLED(controller, r, g, b);
if (SDL_GameControllerHasLED(controller))
{
SDL_GameControllerSetLED(controller, r, g, b);
ledColor = { r, g, b };
}
}
};
std::array<Controller, 4> g_controllers;
Controller* g_activeController;
@ -197,13 +208,19 @@ 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);
}
static void UpdateAllControllerLEDs(bool isNight)
{
for (auto& controller : g_controllers)
{
if (controller.CanPoll())
{
SetControllerTimeOfDayLED(controller, isNight);
}
}
}
int HID_OnSDLEvent(void*, SDL_Event* event)
{
@ -219,7 +236,8 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
g_controllers[freeIndex] = controller;
SetControllerTimeOfDayLED(controller, App::s_isWerehog);
// Reapply the stored LED color state
controller.SetLED(controller.ledColor.r, controller.ledColor.g, controller.ledColor.b);
// Ensure Player 1's controller is always the active controller
if (freeIndex == 0)
@ -316,8 +334,8 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
case SDL_USER_EVILSONIC:
{
for (auto& controller : g_controllers)
SetControllerTimeOfDayLED(controller, event->user.code);
// Update all controller LEDs to follow Player 1's LED
UpdateAllControllerLEDs(event->user.code);
break;
}
@ -326,8 +344,6 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
return 0;
}
void hid::Init()
{
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
@ -336,7 +352,7 @@ void hid::Init()
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "0"); // Disable Player LED for PS5 controllers
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_WII, "1");
SDL_SetHint(SDL_HINT_XINPUT_ENABLED, "1");
@ -349,7 +365,6 @@ void hid::Init()
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
}
uint32_t hid::GetState(uint32_t dwUserIndex, XAMINPUT_STATE* pState)
{
static uint32_t packet;