mirror of https://github.com/encounter/SDL.git
Put the Nintendo Switch Pro controller back into enhanced mode as needed
Fixes https://github.com/libsdl-org/SDL/issues/3450
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@ -260,6 +260,7 @@ typedef struct {
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Uint32 m_unRumblePending;
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SDL_bool m_bHasSensors;
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SDL_bool m_bReportSensors;
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Uint32 m_unLastInput;
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SwitchInputOnlyControllerStatePacket_t m_lastInputOnlyState;
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SwitchSimpleStatePacket_t m_lastSimpleState;
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@ -1608,6 +1609,7 @@ HIDAPI_DriverSwitch_UpdateDevice(SDL_HIDAPI_Device *device)
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SDL_DriverSwitch_Context *ctx = (SDL_DriverSwitch_Context *)device->context;
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SDL_Joystick *joystick = NULL;
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int size;
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Uint32 now;
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if (device->num_joysticks > 0) {
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joystick = SDL_JoystickFromInstanceID(device->joysticks[0]);
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@ -1616,6 +1618,8 @@ HIDAPI_DriverSwitch_UpdateDevice(SDL_HIDAPI_Device *device)
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return SDL_FALSE;
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}
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now = SDL_GetTicks();
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while ((size = ReadInput(ctx)) > 0) {
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#ifdef DEBUG_SWITCH_PROTOCOL
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HIDAPI_DumpPacket("Nintendo Switch packet: size = %d", ctx->m_rgucReadBuffer, size);
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@ -1626,9 +1630,11 @@ HIDAPI_DriverSwitch_UpdateDevice(SDL_HIDAPI_Device *device)
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switch (ctx->m_rgucReadBuffer[0]) {
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case k_eSwitchInputReportIDs_SimpleControllerState:
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HandleSimpleControllerState(joystick, ctx, (SwitchSimpleStatePacket_t *)&ctx->m_rgucReadBuffer[1]);
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ctx->m_unLastInput = now;
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break;
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case k_eSwitchInputReportIDs_FullControllerState:
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HandleFullControllerState(joystick, ctx, (SwitchStatePacket_t *)&ctx->m_rgucReadBuffer[1]);
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ctx->m_unLastInput = now;
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break;
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default:
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break;
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@ -1636,12 +1642,22 @@ HIDAPI_DriverSwitch_UpdateDevice(SDL_HIDAPI_Device *device)
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}
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}
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if (!ctx->m_bInputOnly && !ctx->m_bUsingBluetooth) {
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const Uint32 INPUT_WAIT_TIMEOUT_MS = 100;
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if (SDL_TICKS_PASSED(now, ctx->m_unLastInput + INPUT_WAIT_TIMEOUT_MS)) {
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/* Steam may have put the controller back into non-reporting mode */
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SDL_UnlockMutex(ctx->device->dev_lock);
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WriteProprietary(ctx, k_eSwitchProprietaryCommandIDs_ForceUSB, NULL, 0, SDL_FALSE);
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SDL_LockMutex(ctx->device->dev_lock);
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}
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}
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if (ctx->m_bRumblePending || ctx->m_bRumbleZeroPending) {
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HIDAPI_DriverSwitch_SendPendingRumble(ctx);
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} else if (ctx->m_bRumbleActive &&
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SDL_TICKS_PASSED(SDL_GetTicks(), ctx->m_unRumbleSent + RUMBLE_REFRESH_FREQUENCY_MS)) {
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SDL_TICKS_PASSED(now, ctx->m_unRumbleSent + RUMBLE_REFRESH_FREQUENCY_MS)) {
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#ifdef DEBUG_RUMBLE
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SDL_Log("Sent continuing rumble, %d ms after previous rumble\n", SDL_GetTicks() - ctx->m_unRumbleSent);
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SDL_Log("Sent continuing rumble, %d ms after previous rumble\n", now - ctx->m_unRumbleSent);
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#endif
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WriteRumble(ctx);
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}
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