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https://github.com/hedge-dev/UnleashedRecomp.git
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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.
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commit
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1 changed files with 30 additions and 15 deletions
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@ -10,6 +10,13 @@
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#define TRANSLATE_INPUT(S, X) SDL_GameControllerGetButton(controller, S) << FirstBitLow(X)
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#define VIBRATION_TIMEOUT_MS 5000
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struct LEDColor
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{
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uint8_t r;
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uint8_t g;
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uint8_t b;
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};
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class Controller
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{
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public:
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@ -19,6 +26,7 @@ public:
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XAMINPUT_GAMEPAD state{};
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XAMINPUT_VIBRATION vibration{ 0, 0 };
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int index{};
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LEDColor ledColor{ 0, 0, 0 };
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Controller() = default;
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@ -131,13 +139,16 @@ public:
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SDL_GameControllerRumble(controller, vibration.wLeftMotorSpeed * 256, vibration.wRightMotorSpeed * 256, VIBRATION_TIMEOUT_MS);
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}
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void SetLED(const uint8_t r, const uint8_t g, const uint8_t b) const
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void SetLED(const uint8_t r, const uint8_t g, const uint8_t b)
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{
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if (SDL_GameControllerHasLED(controller))
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{
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SDL_GameControllerSetLED(controller, r, g, b);
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ledColor = { r, g, b };
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}
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}
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};
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std::array<Controller, 4> g_controllers;
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Controller* g_activeController;
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@ -197,13 +208,19 @@ static void SetControllerTimeOfDayLED(Controller& controller, bool isNight)
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auto g = isNight ? 0 : 37;
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auto b = isNight ? 101 : 184;
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// Ensure the lightbar is set correctly
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if (SDL_GameControllerHasLED(controller.controller))
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{
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SDL_GameControllerSetLED(controller.controller, r, g, b);
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}
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controller.SetLED(r, g, b);
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}
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static void UpdateAllControllerLEDs(bool isNight)
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{
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for (auto& controller : g_controllers)
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{
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if (controller.CanPoll())
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{
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SetControllerTimeOfDayLED(controller, isNight);
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}
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}
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}
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int HID_OnSDLEvent(void*, SDL_Event* event)
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{
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@ -219,7 +236,8 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
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g_controllers[freeIndex] = controller;
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SetControllerTimeOfDayLED(controller, App::s_isWerehog);
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// Reapply the stored LED color state
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controller.SetLED(controller.ledColor.r, controller.ledColor.g, controller.ledColor.b);
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// Ensure Player 1's controller is always the active controller
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if (freeIndex == 0)
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@ -316,8 +334,8 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
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case SDL_USER_EVILSONIC:
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{
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for (auto& controller : g_controllers)
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SetControllerTimeOfDayLED(controller, event->user.code);
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// Update all controller LEDs to follow Player 1's LED
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UpdateAllControllerLEDs(event->user.code);
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break;
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}
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@ -326,8 +344,6 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
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return 0;
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}
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void hid::Init()
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{
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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@ -336,7 +352,7 @@ void hid::Init()
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "0"); // Disable Player LED for PS5 controllers
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_WII, "1");
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SDL_SetHint(SDL_HINT_XINPUT_ENABLED, "1");
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@ -349,7 +365,6 @@ void hid::Init()
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
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}
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uint32_t hid::GetState(uint32_t dwUserIndex, XAMINPUT_STATE* pState)
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{
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static uint32_t packet;
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