Fixed connecting and disconnecting real-joysticks closing virtual joysticks in Emscripten (thanks David!)
Emscripten was using its own, private integer in order to allocate new SDL_JoystickIDs. SDL keeps a similar integer for allocating joystick-ids, one which is shared across multiple joystick backends. SDL 2.0.13 introduces a new joystick-backend, a Virtual joystick backend, which allows for software-driven joysticks, and which is designed to sit alongside joystick-backends that provide access to physical joysticks. The Emscripten and the Virtual backends were, at times, getting allocated the same SDL_JoystickIDs, if and when both backends were used simultaneously. This could happen if, for example, an application was using a virtual joystick in order to drive a touch-screen based joystick, while also supporting physical joysticks through the Emscripten backend. When two joysticks end up with the same SDL_JoystickID, conflicts can occur. For example, disconnecting a physical joystick with the same SDL_JoystickID as a virtual one, can lead to the virtual joystick being closed, inadvertently. This fix makes the Emscripten backend use SDL's cross-joystick-backend integer counter, which is shared among joystick backends, for allocating new SDL_JoystickIDs, rather than a private, Emscripten-specific counter. Fixes https://github.com/libsdl-org/SDL/issues/3647main
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869257a5c1
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07cb7c10a1
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@ -33,7 +33,6 @@ static SDL_joylist_item *JoystickByIndex(int index);
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static SDL_joylist_item *SDL_joylist = NULL;
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static SDL_joylist_item *SDL_joylist_tail = NULL;
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static int numjoysticks = 0;
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static int instance_counter = 0;
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static EM_BOOL Emscripten_JoyStickConnected(int eventType, const EmscriptenGamepadEvent *gamepadEvent, void *userData)
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{
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@ -68,7 +67,7 @@ static EM_BOOL Emscripten_JoyStickConnected(int eventType, const EmscriptenGamep
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item->naxes = gamepadEvent->numAxes;
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item->nbuttons = gamepadEvent->numButtons;
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item->device_instance = instance_counter++;
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item->device_instance = SDL_GetNextJoystickInstanceID();
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item->timestamp = gamepadEvent->timestamp;
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@ -164,7 +163,6 @@ static void EMSCRIPTEN_JoystickQuit(void)
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SDL_joylist = SDL_joylist_tail = NULL;
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numjoysticks = 0;
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instance_counter = 0;
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emscripten_set_gamepadconnected_callback(NULL, 0, NULL);
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emscripten_set_gamepaddisconnected_callback(NULL, 0, NULL);
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