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-rw-r--r--src/core/hle/service/hid/controllers/npad.cpp20
1 files changed, 18 insertions, 2 deletions
diff --git a/src/core/hle/service/hid/controllers/npad.cpp b/src/core/hle/service/hid/controllers/npad.cpp
index dbb0dd72d..9aa8d6f92 100644
--- a/src/core/hle/service/hid/controllers/npad.cpp
+++ b/src/core/hle/service/hid/controllers/npad.cpp
@@ -287,15 +287,31 @@ Controller_NPad::NPadType Controller_NPad::GetSupportedStyleSet() const {
void Controller_NPad::SetSupportedNPadIdTypes(u8* data, std::size_t length) {
ASSERT(length > 0 && (length % sizeof(u32)) == 0);
+ supported_npad_id_types.clear();
supported_npad_id_types.resize(length / sizeof(u32));
std::memcpy(supported_npad_id_types.data(), data, length);
CheckForHandheldVariant();
}
-
+#pragma optimize("", off)
void Controller_NPad::CheckForHandheldVariant() {
// As some games expect us to use the variant of handheld mode and some games don't. It's
// consistent that games set the npad ids in order of priority. We can just swap the controller
// ids on the fly then if we're in handheld mode
+ if (std::find(supported_npad_id_types.begin(), supported_npad_id_types.end(), 32) !=
+ supported_npad_id_types.end()) {
+ const auto& first_controller = connected_controllers.front();
+ if (first_controller.is_connected &&
+ first_controller.type == NPadControllerType::Handheld) {
+ DisconnectNPad(0);
+ AddNewController(NPadControllerType::Handheld, true);
+ }
+ } else {
+ if (connected_controllers[8].is_connected) {
+ DisconnectNPad(8);
+ AddNewController(NPadControllerType::Handheld);
+ }
+ }
+ /*
if (supported_npad_id_types.size() > 0) {
const auto& first_controller = supported_npad_id_types.front();
if (first_controller == 32 && !connected_controllers[8].is_connected) {
@@ -311,7 +327,7 @@ void Controller_NPad::CheckForHandheldVariant() {
AddNewController(NPadControllerType::Handheld);
}
}
- }
+ }*/
}
const void Controller_NPad::GetSupportedNpadIdTypes(u32* data, std::size_t max_length) {