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Improved XInput controller detection
Sometimes we'll get a Windows.Gaming.Input callback before the raw input device is even in the list, so try some other methods to better detect XInput devices.
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@@ -107,7 +107,7 @@ DEFINE_GUID(IID___x_ABI_CWindows_CGaming_CInput_CIRawGameControllerStatics, 0xeb
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extern bool SDL_XINPUT_Enabled(void);
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static bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product)
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static bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product, const char *name)
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{
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#if defined(SDL_JOYSTICK_XINPUT) || defined(SDL_JOYSTICK_RAWINPUT)
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PRAWINPUTDEVICELIST raw_devices = NULL;
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@@ -123,6 +123,13 @@ static bool SDL_IsXInputDevice(Uint16 vendor, Uint16 product)
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return false;
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}
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// Sometimes we'll get a Windows.Gaming.Input callback before the raw input device is even in the list,
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// so try to do some checks up front to catch these cases.
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if (SDL_IsJoystickXboxOne(vendor, product) ||
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(name && SDL_strncmp(name, "Xbox ", 5) == 0)) {
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return true;
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}
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// Go through RAWINPUT (WinXP and later) to find HID devices.
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if ((GetRawInputDeviceList(NULL, &raw_device_count, sizeof(RAWINPUTDEVICELIST)) == -1) || (!raw_device_count)) {
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return false; // oh well.
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@@ -453,7 +460,7 @@ static HRESULT STDMETHODCALLTYPE IEventHandler_CRawGameControllerVtbl_InvokeAdde
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ignore_joystick = true;
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}
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if (!ignore_joystick && SDL_IsXInputDevice(vendor, product)) {
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if (!ignore_joystick && SDL_IsXInputDevice(vendor, product, name)) {
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// This hasn't been detected by the RAWINPUT driver yet, but it will be picked up later.
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ignore_joystick = true;
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}
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