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sdl: set SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS
to 0 (#5433)
Nintendo controllers notoriously have the A/B and X/Y buttons swapped, compared to the standard. In order to combat this, when setting the default controller layout, Ryujinx checks whether the controller name contains "Nintendo", and swaps the mapping accordingly. However, the reason the mapping is inverted in the first place is because SDL has `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` set to 1 by default. By setting it to 0, the mapping will be based on the buttons' position instead. So, by doing it (and removing the `isNintendoStyle` variable), we get the following advantages: - The mapping will be the same on all controllers, removing the need to adjust custom mappings depending on what controller is used - Users who already set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0 globally for other games/applications (like me) won't have a wrong default mapping - Checking whether the controller name contains "Nintendo" is ugly Disadvantages: - Breaks the controller configuration for existing users who are using a Nintendo controller
This commit is contained in:
parent
c19c8bbade
commit
2b5abac809
4 changed files with 13 additions and 18 deletions
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@ -597,8 +597,6 @@ namespace Ryujinx.Ava.UI.ViewModels
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}
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}
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else if (activeDevice.Type == DeviceType.Controller)
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else if (activeDevice.Type == DeviceType.Controller)
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{
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{
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bool isNintendoStyle = Devices.ToList().Find(x => x.Id == activeDevice.Id).Name.Contains("Nintendo");
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string id = activeDevice.Id.Split(" ")[0];
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string id = activeDevice.Id.Split(" ")[0];
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config = new StandardControllerInputConfig
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config = new StandardControllerInputConfig
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@ -633,10 +631,10 @@ namespace Ryujinx.Ava.UI.ViewModels
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},
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},
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RightJoycon = new RightJoyconCommonConfig<ConfigGamepadInputId>
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RightJoycon = new RightJoyconCommonConfig<ConfigGamepadInputId>
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{
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{
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ButtonA = isNintendoStyle ? ConfigGamepadInputId.A : ConfigGamepadInputId.B,
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ButtonA = ConfigGamepadInputId.B,
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ButtonB = isNintendoStyle ? ConfigGamepadInputId.B : ConfigGamepadInputId.A,
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ButtonB = ConfigGamepadInputId.A,
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ButtonX = isNintendoStyle ? ConfigGamepadInputId.X : ConfigGamepadInputId.Y,
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ButtonX = ConfigGamepadInputId.Y,
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ButtonY = isNintendoStyle ? ConfigGamepadInputId.Y : ConfigGamepadInputId.X,
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ButtonY = ConfigGamepadInputId.X,
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ButtonPlus = ConfigGamepadInputId.Plus,
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ButtonPlus = ConfigGamepadInputId.Plus,
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ButtonR = ConfigGamepadInputId.RightShoulder,
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ButtonR = ConfigGamepadInputId.RightShoulder,
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ButtonZr = ConfigGamepadInputId.RightTrigger,
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ButtonZr = ConfigGamepadInputId.RightTrigger,
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@ -195,8 +195,6 @@ namespace Ryujinx.Headless.SDL2
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}
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}
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else
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else
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{
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{
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bool isNintendoStyle = gamepadName.Contains("Nintendo");
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config = new StandardControllerInputConfig
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config = new StandardControllerInputConfig
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{
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{
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Version = InputConfig.CurrentVersion,
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Version = InputConfig.CurrentVersion,
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@ -232,10 +230,10 @@ namespace Ryujinx.Headless.SDL2
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RightJoycon = new RightJoyconCommonConfig<ConfigGamepadInputId>
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RightJoycon = new RightJoyconCommonConfig<ConfigGamepadInputId>
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{
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{
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ButtonA = isNintendoStyle ? ConfigGamepadInputId.A : ConfigGamepadInputId.B,
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ButtonA = ConfigGamepadInputId.B,
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ButtonB = isNintendoStyle ? ConfigGamepadInputId.B : ConfigGamepadInputId.A,
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ButtonB = ConfigGamepadInputId.A,
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ButtonX = isNintendoStyle ? ConfigGamepadInputId.X : ConfigGamepadInputId.Y,
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ButtonX = ConfigGamepadInputId.Y,
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ButtonY = isNintendoStyle ? ConfigGamepadInputId.Y : ConfigGamepadInputId.X,
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ButtonY = ConfigGamepadInputId.X,
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ButtonPlus = ConfigGamepadInputId.Plus,
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ButtonPlus = ConfigGamepadInputId.Plus,
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ButtonR = ConfigGamepadInputId.RightShoulder,
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ButtonR = ConfigGamepadInputId.RightShoulder,
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ButtonZr = ConfigGamepadInputId.RightTrigger,
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ButtonZr = ConfigGamepadInputId.RightTrigger,
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@ -60,6 +60,7 @@ namespace Ryujinx.SDL2.Common
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
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SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
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@ -1035,8 +1035,6 @@ namespace Ryujinx.Ui.Windows
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}
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}
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else if (_inputDevice.ActiveId.StartsWith("controller"))
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else if (_inputDevice.ActiveId.StartsWith("controller"))
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{
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{
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bool isNintendoStyle = _inputDevice.ActiveText.Contains("Nintendo");
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config = new StandardControllerInputConfig
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config = new StandardControllerInputConfig
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{
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{
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Version = InputConfig.CurrentVersion,
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Version = InputConfig.CurrentVersion,
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@ -1072,10 +1070,10 @@ namespace Ryujinx.Ui.Windows
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RightJoycon = new RightJoyconCommonConfig<ConfigGamepadInputId>
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RightJoycon = new RightJoyconCommonConfig<ConfigGamepadInputId>
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{
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{
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ButtonA = isNintendoStyle ? ConfigGamepadInputId.A : ConfigGamepadInputId.B,
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ButtonA = ConfigGamepadInputId.B,
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ButtonB = isNintendoStyle ? ConfigGamepadInputId.B : ConfigGamepadInputId.A,
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ButtonB = ConfigGamepadInputId.A,
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ButtonX = isNintendoStyle ? ConfigGamepadInputId.X : ConfigGamepadInputId.Y,
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ButtonX = ConfigGamepadInputId.Y,
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ButtonY = isNintendoStyle ? ConfigGamepadInputId.Y : ConfigGamepadInputId.X,
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ButtonY = ConfigGamepadInputId.X,
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ButtonPlus = ConfigGamepadInputId.Plus,
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ButtonPlus = ConfigGamepadInputId.Plus,
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ButtonR = ConfigGamepadInputId.RightShoulder,
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ButtonR = ConfigGamepadInputId.RightShoulder,
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ButtonZr = ConfigGamepadInputId.RightTrigger,
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ButtonZr = ConfigGamepadInputId.RightTrigger,
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