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
This commit is contained in:
AL2009man 2025-03-06 16:44:40 -05:00
parent a8cac8763d
commit c9b3a5e03f

View file

@ -197,8 +197,13 @@ static void SetControllerTimeOfDayLED(Controller& controller, bool isNight)
auto g = isNight ? 0 : 37; auto g = isNight ? 0 : 37;
auto b = isNight ? 101 : 184; auto b = isNight ? 101 : 184;
controller.SetLED(r, g, b); // Ensure the lightbar is set correctly
if (SDL_GameControllerHasLED(controller.controller))
{
SDL_GameControllerSetLED(controller.controller, r, g, b);
} }
}
int HID_OnSDLEvent(void*, SDL_Event* event) int HID_OnSDLEvent(void*, SDL_Event* event)
{ {
@ -215,6 +220,12 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
g_controllers[freeIndex] = controller; g_controllers[freeIndex] = controller;
SetControllerTimeOfDayLED(controller, App::s_isWerehog); SetControllerTimeOfDayLED(controller, App::s_isWerehog);
// Ensure Player 1's controller is always the active controller
if (freeIndex == 0)
{
SetControllerInputDevice(&g_controllers[0]);
}
} }
break; break;
@ -227,6 +238,19 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
if (controller) if (controller)
controller->Close(); 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; break;
} }
@ -302,6 +326,8 @@ int HID_OnSDLEvent(void*, SDL_Event* event)
return 0; return 0;
} }
void hid::Init() void hid::Init()
{ {
SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1"); SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");