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InputCommon: Name properly xbox 360 and one controllers, Fix mappings for Nintendo Pro controllers
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@ -761,7 +761,7 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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for (const auto& joystick : value) {
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if (auto* const controller = joystick->GetSDLGameController()) {
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std::string name =
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fmt::format("{} {}", SDL_GameControllerName(controller), joystick->GetPort());
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fmt::format("{} {}", GetControllerName(controller), joystick->GetPort());
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devices.emplace_back(Common::ParamPackage{
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{"class", "sdl"},
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{"display", std::move(name)},
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@ -782,6 +782,17 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
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return devices;
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}
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std::string SDLState::GetControllerName(SDL_GameController* controller) const {
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switch (SDL_GameControllerGetType(controller)) {
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case SDL_CONTROLLER_TYPE_XBOX360:
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return "XBox 360 Controller";
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case SDL_CONTROLLER_TYPE_XBOXONE:
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return "XBox One Controller";
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default:
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return SDL_GameControllerName(controller);
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}
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}
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namespace {
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Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis,
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float value = 0.1f) {
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@ -930,16 +941,19 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
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return {};
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}
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const bool invert =
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SDL_GameControllerGetType(controller) != SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO;
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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using ButtonBindings =
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std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
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static constexpr ButtonBindings switch_to_sdl_button{{
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{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
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const ButtonBindings switch_to_sdl_button{{
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{Settings::NativeButton::A, invert ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A},
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{Settings::NativeButton::B, invert ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B},
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{Settings::NativeButton::X, invert ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X},
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{Settings::NativeButton::Y, invert ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y},
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{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
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{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
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{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
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@ -14,6 +14,7 @@
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#include "input_common/sdl/sdl.h"
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union SDL_Event;
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using SDL_GameController = struct _SDL_GameController;
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using SDL_Joystick = struct _SDL_Joystick;
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using SDL_JoystickID = s32;
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@ -64,6 +65,9 @@ private:
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/// Needs to be called before SDL_QuitSubSystem.
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void CloseJoysticks();
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/// Returns a custom name for specific controllers because the default name is not correct
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std::string GetControllerName(SDL_GameController* controller) const;
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// Set to true if SDL supports game controller subsystem
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bool has_gamecontroller = false;
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