InputManager/SDL: Drop version checks

They're not needed since we're always using the latest SDL.
This commit is contained in:
Connor McLaughlin 2022-02-01 00:14:38 +10:00 committed by refractionpcsx2
parent 5c33e9666a
commit 9c3270a2de
1 changed files with 2 additions and 17 deletions

View File

@ -105,12 +105,8 @@ void SDLInputSource::LoadSettings(SettingsInterface& si)
void SDLInputSource::SetHints() void SDLInputSource::SetHints()
{ {
#if SDL_VERSION_ATLEAST(2, 0, 9)
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, m_controller_enhanced_mode ? "1" : "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
#endif
#if SDL_VERSION_ATLEAST(2, 0, 16)
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, m_controller_enhanced_mode ? "1" : "0"); SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, m_controller_enhanced_mode ? "1" : "0");
#endif
} }
bool SDLInputSource::InitializeSubsystem() bool SDLInputSource::InitializeSubsystem()
@ -340,12 +336,8 @@ bool SDLInputSource::OpenGameController(int index)
return false; return false;
} }
int joystick_id = SDL_JoystickInstanceID(joystick); const int joystick_id = SDL_JoystickInstanceID(joystick);
#if SDL_VERSION_ATLEAST(2, 0, 9) const int player_id = SDL_GameControllerGetPlayerIndex(gcontroller);
int player_id = SDL_GameControllerGetPlayerIndex(gcontroller);
#else
int player_id = -1;
#endif
if (player_id < 0 || GetControllerDataForPlayerId(player_id) != m_controllers.end()) if (player_id < 0 || GetControllerDataForPlayerId(player_id) != m_controllers.end())
{ {
const int free_player_id = GetFreePlayerId(); const int free_player_id = GetFreePlayerId();
@ -364,12 +356,7 @@ bool SDLInputSource::OpenGameController(int index)
cd.haptic_left_right_effect = -1; cd.haptic_left_right_effect = -1;
cd.game_controller = gcontroller; cd.game_controller = gcontroller;
#if SDL_VERSION_ATLEAST(2, 0, 9)
cd.use_game_controller_rumble = (SDL_GameControllerRumble(gcontroller, 0, 0, 0) == 0); cd.use_game_controller_rumble = (SDL_GameControllerRumble(gcontroller, 0, 0, 0) == 0);
#else
cd.use_game_controller_rumble = false;
#endif
if (cd.use_game_controller_rumble) if (cd.use_game_controller_rumble)
{ {
Console.WriteLn( Console.WriteLn(
@ -529,13 +516,11 @@ void SDLInputSource::SendRumbleUpdate(ControllerData* cd)
// we'll update before this duration is elapsed // we'll update before this duration is elapsed
static constexpr u32 DURATION = 65535; // SDL_MAX_RUMBLE_DURATION_MS static constexpr u32 DURATION = 65535; // SDL_MAX_RUMBLE_DURATION_MS
#if SDL_VERSION_ATLEAST(2, 0, 9)
if (cd->use_game_controller_rumble) if (cd->use_game_controller_rumble)
{ {
SDL_GameControllerRumble(cd->game_controller, cd->rumble_intensity[0], cd->rumble_intensity[1], DURATION); SDL_GameControllerRumble(cd->game_controller, cd->rumble_intensity[0], cd->rumble_intensity[1], DURATION);
return; return;
} }
#endif
if (cd->haptic_left_right_effect >= 0) if (cd->haptic_left_right_effect >= 0)
{ {