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Initial Gamepad Hotplug Logic improvements
This changes the way how a Controller will be prioritized. By default: it'll always prioritize based on Player 1. It should play nicely with Steam Deck's internal inputs when Steam Input is active
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1 changed files with 98 additions and 72 deletions
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@ -197,111 +197,137 @@ 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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controller.SetLED(r, g, b);
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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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}
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int HID_OnSDLEvent(void*, SDL_Event* event)
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{
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switch (event->type)
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{
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case SDL_CONTROLLERDEVICEADDED:
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case SDL_CONTROLLERDEVICEADDED:
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{
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const auto freeIndex = FindFreeController();
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if (freeIndex != -1)
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{
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const auto freeIndex = FindFreeController();
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auto controller = Controller(event->cdevice.which);
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if (freeIndex != -1)
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g_controllers[freeIndex] = controller;
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SetControllerTimeOfDayLED(controller, App::s_isWerehog);
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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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{
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auto controller = Controller(event->cdevice.which);
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g_controllers[freeIndex] = controller;
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SetControllerTimeOfDayLED(controller, App::s_isWerehog);
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SetControllerInputDevice(&g_controllers[0]);
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}
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break;
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}
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case SDL_CONTROLLERDEVICEREMOVED:
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break;
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}
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case SDL_CONTROLLERDEVICEREMOVED:
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{
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auto* controller = FindController(event->cdevice.which);
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if (controller)
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controller->Close();
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// If Player 1's controller is removed, set the next available controller as active
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if (controller == &g_controllers[0])
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{
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auto* controller = FindController(event->cdevice.which);
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if (controller)
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controller->Close();
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERAXISMOTION:
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case SDL_CONTROLLERTOUCHPADDOWN:
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{
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auto* controller = FindController(event->cdevice.which);
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if (!controller)
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break;
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if (event->type == SDL_CONTROLLERAXISMOTION)
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for (auto& ctrl : g_controllers)
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{
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if (abs(event->caxis.value) > 8000)
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if (ctrl.CanPoll())
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{
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SDL_ShowCursor(SDL_DISABLE);
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SetControllerInputDevice(controller);
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SetControllerInputDevice(&ctrl);
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break;
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}
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controller->PollAxis();
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}
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else
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}
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break;
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}
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERAXISMOTION:
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case SDL_CONTROLLERTOUCHPADDOWN:
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{
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auto* controller = FindController(event->cdevice.which);
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if (!controller)
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break;
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if (event->type == SDL_CONTROLLERAXISMOTION)
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{
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if (abs(event->caxis.value) > 8000)
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{
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SDL_ShowCursor(SDL_DISABLE);
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SetControllerInputDevice(controller);
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controller->Poll();
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}
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break;
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controller->PollAxis();
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}
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else
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{
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SDL_ShowCursor(SDL_DISABLE);
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SetControllerInputDevice(controller);
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controller->Poll();
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}
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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hid::g_inputDevice = hid::EInputDevice::Keyboard;
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break;
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break;
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}
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case SDL_MOUSEMOTION:
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible)
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SDL_ShowCursor(SDL_ENABLE);
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hid::g_inputDevice = hid::EInputDevice::Mouse;
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break;
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}
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case SDL_WINDOWEVENT:
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{
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if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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{
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// Stop vibrating controllers on focus lost.
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for (auto& controller : g_controllers)
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controller.SetVibration({ 0, 0 });
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}
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break;
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}
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case SDL_USER_EVILSONIC:
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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hid::g_inputDevice = hid::EInputDevice::Keyboard;
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break;
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case SDL_MOUSEMOTION:
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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if (!GameWindow::IsFullscreen() || GameWindow::s_isFullscreenCursorVisible)
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SDL_ShowCursor(SDL_ENABLE);
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hid::g_inputDevice = hid::EInputDevice::Mouse;
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break;
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}
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case SDL_WINDOWEVENT:
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{
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if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
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{
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// Stop vibrating controllers on focus lost.
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for (auto& controller : g_controllers)
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SetControllerTimeOfDayLED(controller, event->user.code);
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break;
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controller.SetVibration({ 0, 0 });
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}
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break;
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}
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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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break;
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}
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}
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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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