SDLInputSource: Use hint for loading GC Database

This commit is contained in:
Stenzek 2023-11-10 21:19:06 +10:00
parent 1e5cf017bd
commit 6d35d5983b
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@ -1,14 +1,17 @@
// SPDX-FileCopyrightText: 2019-2022 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#include "sdl_input_source.h"
#include "input_manager.h"
#include "core/host.h"
#include "core/settings.h"
#include "common/assert.h"
#include "common/bitutils.h"
#include "common/file_system.h"
#include "common/log.h"
#include "common/path.h"
#include "common/string_util.h"
#include <cmath>
@ -19,6 +22,8 @@
Log_SetChannel(SDLInputSource);
static constexpr const char* CONTROLLER_DB_FILENAME = "gamecontrollerdb.txt";
static constexpr const char* s_sdl_axis_names[] = {
"LeftX", // SDL_CONTROLLER_AXIS_LEFTX
"LeftY", // SDL_CONTROLLER_AXIS_LEFTY
@ -128,18 +133,6 @@ SDLInputSource::~SDLInputSource()
bool SDLInputSource::Initialize(SettingsInterface& si, std::unique_lock<std::mutex>& settings_lock)
{
std::optional<std::vector<u8>> controller_db_data = Host::ReadResourceFile("gamecontrollerdb.txt");
if (controller_db_data.has_value())
{
SDL_RWops* ops = SDL_RWFromConstMem(controller_db_data->data(), static_cast<int>(controller_db_data->size()));
if (SDL_GameControllerAddMappingsFromRW(ops, true) < 0)
Log_ErrorPrintf("SDL_GameControllerAddMappingsFromRW() failed: %s", SDL_GetError());
}
else
{
Log_ErrorPrintf("Controller database resource is missing.");
}
LoadSettings(si);
settings_lock.unlock();
SetHints();
@ -217,6 +210,12 @@ u32 SDLInputSource::ParseRGBForPlayerId(const std::string_view& str, u32 player_
void SDLInputSource::SetHints()
{
const std::string controller_db_path = Path::Combine(EmuFolders::Resources, CONTROLLER_DB_FILENAME);
if (FileSystem::FileExists(controller_db_path.c_str()))
SDL_SetHint(SDL_HINT_GAMECONTROLLERCONFIG_FILE, controller_db_path.c_str());
else
Log_ErrorFmt("Controller DB not found at '{}'", controller_db_path);
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