Merge pull request #76045 from Eoin-ONeill-Yokai/steaminput-fix
Prevent double input events on gamepad when running through steam input
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commit
55b74c7cdf
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@ -113,6 +113,7 @@ void Input::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_joy_axis", "device", "axis"), &Input::get_joy_axis);
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ClassDB::bind_method(D_METHOD("get_joy_name", "device"), &Input::get_joy_name);
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ClassDB::bind_method(D_METHOD("get_joy_guid", "device"), &Input::get_joy_guid);
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ClassDB::bind_method(D_METHOD("should_ignore_device", "vendor_id", "product_id"), &Input::should_ignore_device);
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ClassDB::bind_method(D_METHOD("get_connected_joypads"), &Input::get_connected_joypads);
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ClassDB::bind_method(D_METHOD("get_joy_vibration_strength", "device"), &Input::get_joy_vibration_strength);
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ClassDB::bind_method(D_METHOD("get_joy_vibration_duration", "device"), &Input::get_joy_vibration_duration);
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@ -1498,6 +1499,11 @@ String Input::get_joy_guid(int p_device) const {
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return joy_names[p_device].uid;
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}
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bool Input::should_ignore_device(int p_vendor_id, int p_product_id) const {
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uint32_t full_id = (((uint32_t)p_vendor_id) << 16) | ((uint16_t)p_product_id);
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return ignored_device_ids.has(full_id);
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}
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TypedArray<int> Input::get_connected_joypads() {
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TypedArray<int> ret;
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HashMap<int, Joypad>::Iterator elem = joy_names.begin();
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@ -1542,6 +1548,27 @@ Input::Input() {
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}
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}
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String env_ignore_devices = OS::get_singleton()->get_environment("SDL_GAMECONTROLLER_IGNORE_DEVICES");
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if (!env_ignore_devices.is_empty()) {
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Vector<String> entries = env_ignore_devices.split(",");
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for (int i = 0; i < entries.size(); i++) {
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Vector<String> vid_pid = entries[i].split("/");
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if (vid_pid.size() < 2) {
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continue;
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}
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print_verbose(vformat("Device Ignored -- Vendor: %s Product: %s", vid_pid[0], vid_pid[1]));
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const uint16_t vid_unswapped = vid_pid[0].hex_to_int();
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const uint16_t pid_unswapped = vid_pid[1].hex_to_int();
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const uint16_t vid = BSWAP16(vid_unswapped);
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const uint16_t pid = BSWAP16(pid_unswapped);
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uint32_t full_id = (((uint32_t)vid) << 16) | ((uint16_t)pid);
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ignored_device_ids.insert(full_id);
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}
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}
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legacy_just_pressed_behavior = GLOBAL_DEF("input_devices/compatibility/legacy_just_pressed_behavior", false);
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if (Engine::get_singleton()->is_editor_hint()) {
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// Always use standard behavior in the editor.
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@ -154,6 +154,9 @@ private:
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VelocityTrack mouse_velocity_track;
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HashMap<int, VelocityTrack> touch_velocity_track;
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HashMap<int, Joypad> joy_names;
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HashSet<uint32_t> ignored_device_ids;
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int fallback_mapping = -1;
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CursorShape default_shape = CURSOR_ARROW;
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@ -328,6 +331,7 @@ public:
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bool is_joy_known(int p_device);
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String get_joy_guid(int p_device) const;
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bool should_ignore_device(int p_vendor_id, int p_product_id) const;
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void set_fallback_mapping(String p_guid);
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void flush_buffered_events();
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@ -343,6 +343,15 @@
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[b]Note:[/b] This value can be immediately overwritten by the hardware sensor value on Android and iOS.
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</description>
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</method>
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<method name="should_ignore_device" qualifiers="const">
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<return type="bool" />
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<param index="0" name="vendor_id" type="int" />
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<param index="1" name="product_id" type="int" />
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<description>
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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.
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[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.
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</description>
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</method>
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<method name="start_joy_vibration">
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<return type="void" />
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<param index="0" name="device" type="int" />
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@ -393,6 +393,16 @@ void JoypadLinux::open_joypad(const char *p_path) {
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return;
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}
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uint16_t vendor = BSWAP16(inpid.vendor);
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uint16_t product = BSWAP16(inpid.product);
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uint16_t version = BSWAP16(inpid.version);
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if (input->should_ignore_device(vendor, product)) {
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// This can be true in cases where Steam is passing information into the game to ignore
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// original gamepads when using virtual rebindings (See SteamInput).
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return;
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}
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MutexLock lock(joypads_mutex[joy_num]);
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Joypad &joypad = joypads[joy_num];
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joypad.reset();
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@ -401,10 +411,6 @@ void JoypadLinux::open_joypad(const char *p_path) {
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setup_joypad_properties(joypad);
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sprintf(uid, "%04x%04x", BSWAP16(inpid.bustype), 0);
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if (inpid.vendor && inpid.product && inpid.version) {
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uint16_t vendor = BSWAP16(inpid.vendor);
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uint16_t product = BSWAP16(inpid.product);
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uint16_t version = BSWAP16(inpid.version);
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sprintf(uid + String(uid).length(), "%04x%04x%04x%04x%04x%04x", vendor, 0, product, 0, version, 0);
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input->joy_connection_changed(joy_num, true, name, uid);
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} else {
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