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SDLControllerInterface: Fix broken input when player IDs clash
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@ -109,6 +109,23 @@ SDLControllerInterface::ControllerDataVector::iterator SDLControllerInterface::G
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[id](const ControllerData& cd) { return cd.player_id == id; });
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}
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int SDLControllerInterface::GetFreePlayerId() const
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{
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for (int player_id = 0;; player_id++)
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{
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size_t i;
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for (i = 0; i < m_controllers.size(); i++)
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{
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if (m_controllers[i].player_id == player_id)
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break;
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}
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if (i == m_controllers.size())
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return player_id;
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}
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return 0;
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}
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bool SDLControllerInterface::OpenGameController(int index)
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{
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SDL_GameController* gcontroller = SDL_GameControllerOpen(index);
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@ -128,12 +145,13 @@ bool SDLControllerInterface::OpenGameController(int index)
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#else
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int player_id = -1;
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#endif
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if (player_id < 0)
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if (player_id < 0 || GetControllerDataForPlayerId(player_id) != m_controllers.end())
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{
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Log_WarningPrintf("Controller %d (joystick %d) returned player ID %d. Setting to zero, but this may cause issues "
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"if you try to use multiple controllers.",
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index, joystick_id, player_id);
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player_id = 0;
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const int free_player_id = GetFreePlayerId();
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Log_WarningPrintf(
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"Controller %d (joystick %d) returned player ID %d, which is invalid or in use. Using ID %d instead.", index,
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joystick_id, player_id, free_player_id);
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player_id = free_player_id;
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}
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Log_InfoPrintf("Opened controller %d (instance id %d, player id %d): %s", index, joystick_id, player_id,
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@ -50,6 +50,7 @@ private:
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ControllerDataVector::iterator GetControllerDataForController(void* controller);
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ControllerDataVector::iterator GetControllerDataForJoystickId(int id);
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ControllerDataVector::iterator GetControllerDataForPlayerId(int id);
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int GetFreePlayerId() const;
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bool OpenGameController(int index);
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bool CloseGameController(int joystick_index, bool notify);
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