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Use SDL_HINT_GAMECONTROLLER_SENSOR_FUSION as a list of controllers to enable sensor fusion
There are too many wraparound style controllers out there to enumerate them all, so instead make this a user option in applications that support it.
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@@ -150,61 +150,9 @@ struct SDL_Gamepad
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return retval; \
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}
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typedef struct
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{
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int num_entries;
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int max_entries;
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Uint32 *entries;
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} SDL_vidpid_list;
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static SDL_vidpid_list SDL_allowed_gamepads;
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static SDL_vidpid_list SDL_ignored_gamepads;
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static void SDL_LoadVIDPIDListFromHint(const char *hint, SDL_vidpid_list *list)
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{
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Uint32 entry;
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char *spot;
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char *file = NULL;
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list->num_entries = 0;
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if (hint && *hint == '@') {
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spot = file = (char *)SDL_LoadFile(hint + 1, NULL);
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} else {
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spot = (char *)hint;
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}
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if (spot == NULL) {
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return;
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}
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while ((spot = SDL_strstr(spot, "0x")) != NULL) {
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entry = (Uint16)SDL_strtol(spot, &spot, 0);
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entry <<= 16;
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spot = SDL_strstr(spot, "0x");
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if (spot == NULL) {
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break;
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}
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entry |= (Uint16)SDL_strtol(spot, &spot, 0);
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if (list->num_entries == list->max_entries) {
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int max_entries = list->max_entries + 16;
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Uint32 *entries = (Uint32 *)SDL_realloc(list->entries, max_entries * sizeof(*list->entries));
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if (entries == NULL) {
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/* Out of memory, go with what we have already */
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break;
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}
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list->entries = entries;
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list->max_entries = max_entries;
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}
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list->entries[list->num_entries++] = entry;
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}
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if (file) {
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SDL_free(file);
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}
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}
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static void SDLCALL SDL_GamepadIgnoreDevicesChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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{
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SDL_LoadVIDPIDListFromHint(hint, &SDL_ignored_gamepads);
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@@ -2112,11 +2060,9 @@ static SDL_bool SDL_endswith(const char *string, const char *suffix)
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*/
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SDL_bool SDL_ShouldIgnoreGamepad(const char *name, SDL_JoystickGUID guid)
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{
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int i;
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Uint16 vendor;
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Uint16 product;
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Uint16 version;
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Uint32 vidpid;
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#ifdef __LINUX__
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if (SDL_endswith(name, " Motion Sensors")) {
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@@ -2165,20 +2111,14 @@ SDL_bool SDL_ShouldIgnoreGamepad(const char *name, SDL_JoystickGUID guid)
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}
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}
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vidpid = MAKE_VIDPID(vendor, product);
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if (SDL_allowed_gamepads.num_entries > 0) {
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for (i = 0; i < SDL_allowed_gamepads.num_entries; ++i) {
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if (vidpid == SDL_allowed_gamepads.entries[i]) {
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return SDL_FALSE;
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}
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if (SDL_VIDPIDInList(vendor, product, &SDL_allowed_gamepads)) {
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return SDL_FALSE;
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}
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return SDL_TRUE;
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} else {
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for (i = 0; i < SDL_ignored_gamepads.num_entries; ++i) {
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if (vidpid == SDL_ignored_gamepads.entries[i]) {
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return SDL_TRUE;
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}
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if (SDL_VIDPIDInList(vendor, product, &SDL_ignored_gamepads)) {
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return SDL_TRUE;
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}
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return SDL_FALSE;
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}
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@@ -3100,14 +3040,8 @@ void SDL_QuitGamepadMappings(void)
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SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT,
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SDL_GamepadIgnoreDevicesExceptChanged, NULL);
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if (SDL_allowed_gamepads.entries) {
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SDL_free(SDL_allowed_gamepads.entries);
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SDL_zero(SDL_allowed_gamepads);
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}
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if (SDL_ignored_gamepads.entries) {
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SDL_free(SDL_ignored_gamepads.entries);
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SDL_zero(SDL_ignored_gamepads);
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}
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SDL_FreeVIDPIDList(&SDL_allowed_gamepads);
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SDL_FreeVIDPIDList(&SDL_ignored_gamepads);
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}
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/*
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