SDLInputSource: Optionally load game_controller_db.txt from data dir
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@ -237,11 +237,22 @@ u32 SDLInputSource::ParseRGBForPlayerId(const std::string_view& str, u32 player_
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void SDLInputSource::SetHints()
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{
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const std::string controller_db_path = Path::Combine(EmuFolders::Resources, CONTROLLER_DB_FILENAME);
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if (FileSystem::FileExists(controller_db_path.c_str()))
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SDL_SetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE, controller_db_path.c_str());
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if (const std::string upath = Path::Combine(EmuFolders::DataRoot, CONTROLLER_DB_FILENAME);
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FileSystem::FileExists(upath.c_str()))
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{
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Log_InfoFmt("Using Controller DB from user directory: '{}'", upath);
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SDL_SetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE, upath.c_str());
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}
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else if (const std::string rpath = Path::Combine(EmuFolders::Resources, CONTROLLER_DB_FILENAME);
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FileSystem::FileExists(rpath.c_str()))
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{
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Log_InfoPrint("Using Controller DB from resources.");
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SDL_SetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE, rpath.c_str());
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}
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else
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Log_ErrorFmt("Controller DB not found at '{}'", controller_db_path);
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{
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Log_ErrorFmt("Controller DB not found, it should be named '{}'", CONTROLLER_DB_FILENAME);
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}
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
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@ -276,6 +287,7 @@ bool SDLInputSource::InitializeSubsystem()
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// we should open the controllers as the connected events come in, so no need to do any more here
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m_sdl_subsystem_initialized = true;
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Log_InfoFmt("{} controller mappings are loaded.", SDL_GameControllerNumMappings());
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return true;
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}
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