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-rw-r--r--src/input_common/sdl/sdl_impl.cpp38
1 files changed, 31 insertions, 7 deletions
diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp
index f67de37e3..f682a6db4 100644
--- a/src/input_common/sdl/sdl_impl.cpp
+++ b/src/input_common/sdl/sdl_impl.cpp
@@ -17,14 +17,24 @@
#include <unordered_map>
#include <utility>
#include <vector>
+
+// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
+#ifdef __clang__
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
+#endif
#include <SDL.h>
+#ifdef __clang__
+#pragma clang diagnostic pop
+#endif
+
#include "common/logging/log.h"
#include "common/param_package.h"
+#include "common/settings_input.h"
#include "common/threadsafe_queue.h"
#include "core/frontend/input.h"
#include "input_common/motion_input.h"
#include "input_common/sdl/sdl_impl.h"
-#include "input_common/settings.h"
namespace InputCommon::SDL {
@@ -761,7 +771,7 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
for (const auto& joystick : value) {
if (auto* const controller = joystick->GetSDLGameController()) {
std::string name =
- fmt::format("{} {}", SDL_GameControllerName(controller), joystick->GetPort());
+ fmt::format("{} {}", GetControllerName(controller), joystick->GetPort());
devices.emplace_back(Common::ParamPackage{
{"class", "sdl"},
{"display", std::move(name)},
@@ -782,6 +792,17 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
return devices;
}
+std::string SDLState::GetControllerName(SDL_GameController* controller) const {
+ switch (SDL_GameControllerGetType(controller)) {
+ case SDL_CONTROLLER_TYPE_XBOX360:
+ return "XBox 360 Controller";
+ case SDL_CONTROLLER_TYPE_XBOXONE:
+ return "XBox One Controller";
+ default:
+ return SDL_GameControllerName(controller);
+ }
+}
+
namespace {
Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis,
float value = 0.1f) {
@@ -930,16 +951,19 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
return {};
}
+ const bool invert =
+ SDL_GameControllerGetType(controller) != SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO;
+
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
// We will add those afterwards
// This list also excludes Screenshot since theres not really a mapping for that
using ButtonBindings =
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
- static constexpr ButtonBindings switch_to_sdl_button{{
- {Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
- {Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
- {Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
- {Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
+ const ButtonBindings switch_to_sdl_button{{
+ {Settings::NativeButton::A, invert ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A},
+ {Settings::NativeButton::B, invert ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B},
+ {Settings::NativeButton::X, invert ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X},
+ {Settings::NativeButton::Y, invert ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y},
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},