SDLInputSource: Expose IOKit/MFI toggles

This commit is contained in:
Stenzek
2024-02-03 17:58:41 +10:00
parent 29b5afecae
commit 73bb2e77af
4 changed files with 80 additions and 26 deletions

View File

@ -1,4 +1,4 @@
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "sdl_input_source.h"
@ -172,9 +172,21 @@ void SDLInputSource::UpdateSettings(SettingsInterface& si, std::unique_lock<std:
{
const bool old_controller_enhanced_mode = m_controller_enhanced_mode;
#ifdef __APPLE__
const bool old_enable_iokit_driver = m_enable_iokit_driver;
const bool old_enable_mfi_driver = m_enable_mfi_driver;
#endif
LoadSettings(si);
if (m_controller_enhanced_mode != old_controller_enhanced_mode)
#ifdef __APPLE__
const bool drivers_changed =
(m_enable_iokit_driver != old_enable_iokit_driver || m_enable_mfi_driver != old_enable_mfi_driver);
#else
constexpr bool drivers_changed = false;
#endif
if (m_controller_enhanced_mode != old_controller_enhanced_mode || drivers_changed)
{
settings_lock.unlock();
ShutdownSubsystem();
@ -198,9 +210,6 @@ void SDLInputSource::Shutdown()
void SDLInputSource::LoadSettings(SettingsInterface& si)
{
m_controller_enhanced_mode = si.GetBoolValue("InputSources", "SDLControllerEnhancedMode", false);
m_sdl_hints = si.GetKeyValueList("SDLHints");
for (u32 i = 0; i < MAX_LED_COLORS; i++)
{
const u32 color = GetRGBForPlayerId(si, i);
@ -215,6 +224,14 @@ void SDLInputSource::LoadSettings(SettingsInterface& si)
SetControllerRGBLED(it->game_controller, color);
}
m_controller_enhanced_mode = si.GetBoolValue("InputSources", "SDLControllerEnhancedMode", false);
m_sdl_hints = si.GetKeyValueList("SDLHints");
#ifdef __APPLE__
m_enable_iokit_driver = si.GetBoolValue("InputSources", "SDLIOKitDriver", true);
m_enable_mfi_driver = si.GetBoolValue("InputSources", "SDLMFIDriver", true);
#endif
}
u32 SDLInputSource::GetRGBForPlayerId(SettingsInterface& si, u32 player_id)
@ -256,14 +273,14 @@ void SDLInputSource::SetHints()
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
// Enable Wii U Pro Controller support
// New as of SDL 2.26, so use string
SDL_SetHint("SDL_JOYSTICK_HIDAPI_WII", "1");
#ifndef _WIN32
// Gets us pressure sensitive button support on Linux
// Apparently doesn't work on Windows, so leave it off there
// New as of SDL 2.26, so use string
SDL_SetHint("SDL_JOYSTICK_HIDAPI_PS3", "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_WII, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS3, "1");
#ifdef __APPLE__
Log_InfoFmt("IOKit is {}, MFI is {}.", m_enable_iokit_driver ? "enabled" : "disabled",
m_enable_mfi_driver ? "enabled" : "disabled");
SDL_SetHint(SDL_HINT_JOYSTICK_IOKIT, m_enable_iokit_driver ? "1" : "0");
SDL_SetHint(SDL_HINT_JOYSTICK_MFI, m_enable_mfi_driver ? "1" : "0");
#endif
for (const std::pair<std::string, std::string>& hint : m_sdl_hints)
@ -842,7 +859,7 @@ bool SDLInputSource::HandleJoystickButtonEvent(const SDL_JoyButtonEvent* ev)
if (it == m_controllers.end())
return false;
if (ev->button < it->joy_button_used_in_gc.size() && it->joy_button_used_in_gc[ev->button])
return false; // Will get handled by GC event
return false; // Will get handled by GC event
const u32 button =
ev->button + static_cast<u32>(std::size(s_sdl_button_names)); // Ensure we don't conflict with GC buttons
const InputBindingKey key(MakeGenericControllerButtonKey(InputSourceType::SDL, it->player_id, button));