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authorshinyquagsire23 <mtinc2@gmail.com>2018-06-12 03:41:29 +0200
committershinyquagsire23 <mtinc2@gmail.com>2018-06-12 03:41:29 +0200
commit2f9c0e7c7e0238cdcf241d4348b6e3c17c3a3e48 (patch)
treeeff3ca71ff5448e754f6b7611ff6e3de455e69a3 /src/core/hle/service/hid/hid.cpp
parentMerge pull request #555 from Subv/gpu_sysregs (diff)
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Diffstat (limited to '')
-rw-r--r--src/core/hle/service/hid/hid.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/core/hle/service/hid/hid.cpp b/src/core/hle/service/hid/hid.cpp
index 00c5308ba..85ca4bf06 100644
--- a/src/core/hle/service/hid/hid.cpp
+++ b/src/core/hle/service/hid/hid.cpp
@@ -94,7 +94,6 @@ private:
layout.header.latest_entry = (layout.header.latest_entry + 1) % HID_NUM_ENTRIES;
ControllerInputEntry& entry = layout.entries[layout.header.latest_entry];
- entry.connection_state = ConnectionState_Connected | ConnectionState_Wired;
entry.timestamp++;
// TODO(shinyquagsire23): Is this always identical to timestamp?
entry.timestamp_2++;
@@ -103,6 +102,8 @@ private:
if (controller != Controller_Handheld)
continue;
+ entry.connection_state = ConnectionState_Connected | ConnectionState_Wired;
+
// TODO(shinyquagsire23): Set up some LUTs for each layout mapping in the future?
// For now everything is just the default handheld layout, but split Joy-Con will
// rotate the face buttons and directions for certain layouts.