Merge pull request #76045 from Eoin-ONeill-Yokai/steaminput-fix

Prevent double input events on gamepad when running through steam input
This commit is contained in:
Yuri Sizov 2023-07-12 17:16:36 +02:00
commit 55b74c7cdf
4 changed files with 50 additions and 4 deletions

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@ -113,6 +113,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
ClassDB::bind_method(D_METHOD("should_ignore_device", "vendor_id", "product_id"), &Input::should_ignore_device);
ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
ClassDB::bind_method(D_METHOD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration);
@ -1498,6 +1499,11 @@ String Input::get_joy_guid(int p_device) const {
return joy_names[p_device].uid;
}
bool Input::should_ignore_device(int p_vendor_id, int p_product_id) const {
uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id);
return ignored_device_ids.has(full_id);
}
TypedArray<int> Input::get_connected_joypads() {
TypedArray<int> ret;
HashMap<int, Joypad>::Iterator elem = joy_names.begin();
@ -1542,6 +1548,27 @@ Input::Input() {
}
}
String env_ignore_devices = OS::get_singleton()->get_environment("SDL_GAMECONTROLLER_IGNORE_DEVICES");
if (!env_ignore_devices.is_empty()) {
Vector<String> entries = env_ignore_devices.split(",");
for (int i = 0; i < entries.size(); i++) {
Vector<String> vid_pid = entries[i].split("/");
if (vid_pid.size() < 2) {
continue;
}
print_verbose(vformat("Device Ignored -- Vendor: %s Product: %s", vid_pid[0], vid_pid[1]));
const uint16_t vid_unswapped = vid_pid[0].hex_to_int();
const uint16_t pid_unswapped = vid_pid[1].hex_to_int();
const uint16_t vid = BSWAP16(vid_unswapped);
const uint16_t pid = BSWAP16(pid_unswapped);
uint32_t full_id = (((uint32_t)vid) << 16) | ((uint16_t)pid);
ignored_device_ids.insert(full_id);
}
}
legacy_just_pressed_behavior = GLOBAL_DEF("input_devices/compatibility/legacy_just_pressed_behavior", false);
if (Engine::get_singleton()->is_editor_hint()) {
// Always use standard behavior in the editor.

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@ -154,6 +154,9 @@ private:
VelocityTrack mouse_velocity_track;
HashMap<int, VelocityTrack> touch_velocity_track;
HashMap<int, Joypad> joy_names;
HashSet<uint32_t> ignored_device_ids;
int fallback_mapping = -1;
CursorShape default_shape = CURSOR_ARROW;
@ -328,6 +331,7 @@ public:
bool is_joy_known(int p_device);
String get_joy_guid(int p_device) const;
bool should_ignore_device(int p_vendor_id, int p_product_id) const;
void set_fallback_mapping(String p_guid);
void flush_buffered_events();

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@ -343,6 +343,15 @@
[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
</description>
</method>
<method name="should_ignore_device" qualifiers="const">
<return type="bool" />
<param index="0" name="vendor_id" type="int" />
<param index="1" name="product_id" type="int" />
<description>
Queries whether an input device should be ignored or not. Devices can be ignored by setting the environment variable [code]SDL_GAMECONTROLLER_IGNORE_DEVICES[/code]. Read the [url=https://wiki.libsdl.org/SDL2]SDL documentation[/url] for more information.
[b]Note:[/b] Some 3rd party tools can contribute to the list of ignored devices. For example, [i]SteamInput[/i] creates virtual devices from physical devices for remapping purposes. To avoid handling the same input device twice, the original device is added to the ignore list.
</description>
</method>
<method name="start_joy_vibration">
<return type="void" />
<param index="0" name="device" type="int" />

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@ -393,6 +393,16 @@ void JoypadLinux::open_joypad(const char *p_path) {
return;
}
uint16_t vendor = BSWAP16(inpid.vendor);
uint16_t product = BSWAP16(inpid.product);
uint16_t version = BSWAP16(inpid.version);
if (input->should_ignore_device(vendor, product)) {
// This can be true in cases where Steam is passing information into the game to ignore
// original gamepads when using virtual rebindings (See SteamInput).
return;
}
MutexLock lock(joypads_mutex[joy_num]);
Joypad &joypad = joypads[joy_num];
joypad.reset();
@ -401,10 +411,6 @@ void JoypadLinux::open_joypad(const char *p_path) {
setup_joypad_properties(joypad);
sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0);
if (inpid.vendor && inpid.product && inpid.version) {
uint16_t vendor = BSWAP16(inpid.vendor);
uint16_t product = BSWAP16(inpid.product);
uint16_t version = BSWAP16(inpid.version);
sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0);
input->joy_connection_changed(joy_num, true, name, uid);
} else {