Improve the SDL/XInput hackery of my last commit. Fixes the device refresh button crash.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5628 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -18,11 +18,11 @@ namespace ciface
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namespace SDL
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{
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// just a struct with an int that is set to ZERO by default
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struct ZeroedInt{ZeroedInt():value(0){}unsigned int value;};
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void Init( std::vector<ControllerInterface::Device*>& devices )
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{
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// just a struct with an int that is set to ZERO by default
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// this is used to number the joysticks
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// multiple joysticks with the same name shall get unique ids starting at 0
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std::map<std::string, ZeroedInt> name_counts;
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@ -55,22 +55,23 @@ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index, const unsi
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// to not use SDL for an XInput device
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// too many people on the forums pick the SDL device and ask:
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// "why don't my 360 gamepad triggers/rumble work correctly"
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#ifdef _WIN32
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// checking the name is probably good (and hacky) enough
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// but i'll double check with the num of buttons/axes
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if (
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("Controller (Xbox 360 Wireless Receiver for Windows)" == GetName())
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&& (10 == SDL_JoystickNumButtons(joystick))
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&& (5 == SDL_JoystickNumAxes(joystick))
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&& (1 == SDL_JoystickNumHats(joystick))
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&& (0 == SDL_JoystickNumBalls(joystick))
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)
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{
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// this device won't be used
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return;
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}
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#ifdef _WIN32
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// checking the name is probably good (and hacky) enough
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// but i'll double check with the num of buttons/axes
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std::string lcasename = GetName();
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std::transform(lcasename.begin(), lcasename.end(), lcasename.begin(), tolower);
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#endif
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if ((std::string::npos != lcasename.find("xbox 360"))
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&& (10 == SDL_JoystickNumButtons(joystick))
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&& (5 == SDL_JoystickNumAxes(joystick))
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&& (1 == SDL_JoystickNumHats(joystick))
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&& (0 == SDL_JoystickNumBalls(joystick))
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)
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{
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// this device won't be used
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return;
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}
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#endif
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// get buttons
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for ( int i = 0; i < SDL_JoystickNumButtons( m_joystick ); ++i )
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@ -600,7 +600,8 @@ void GamepadPage::RefreshDevices( wxCommandEvent& event )
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g_plugin->controls_crit.Enter(); // enter
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// refresh devices
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g_plugin->controller_interface.DeInit();
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// TODO: remove hackery of not deinting SDL
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g_plugin->controller_interface.DeInit(true);
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g_plugin->controller_interface.Init();
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// update all control references
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