WinRT: bug hack-fix - gamepad detection was failing on Xbox One
Win10's 'GamepadAdded' event seems to need to have something registered with it in order for Xinput-based gamepad detection to work. This 'fix' simply causes a dummy event-handler to be added for this event, in case an app wants to use gamepads on Xbox One (most likely).
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34f095e098
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@ -254,6 +254,18 @@ void SDL_WinRTApp::Initialize(CoreApplicationView^ applicationView)
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CoreApplication::Exiting +=
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ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnExiting);
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#if NTDDI_VERSION >= NTDDI_WIN10
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/* HACK ALERT! Xbox One doesn't seem to detect gamepads unless something
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gets registered to receive Win10's Windows.Gaming.Input.Gamepad.GamepadAdded
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events. We'll register an event handler for these events here, to make
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sure that gamepad detection works later on, if requested.
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*/
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Windows::Gaming::Input::Gamepad::GamepadAdded +=
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ref new Windows::Foundation::EventHandler<Windows::Gaming::Input::Gamepad^>(
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this, &SDL_WinRTApp::OnGamepadAdded
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);
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#endif
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}
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#if NTDDI_VERSION > NTDDI_WIN8
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@ -832,3 +844,13 @@ void SDL_WinRTApp::OnBackButtonPressed(Platform::Object^ sender, Windows::Phone:
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}
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#endif
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#if NTDDI_VERSION >= NTDDI_WIN10
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void SDL_WinRTApp::OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad)
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{
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/* HACK ALERT: Nothing needs to be done here, as this method currently
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only exists to allow something to be registered with Win10's
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GamepadAdded event, an operation that seems to be necessary to get
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Xinput-based detection to work on Xbox One.
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*/
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}
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#endif
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@ -80,6 +80,10 @@ protected:
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void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
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#endif
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#if NTDDI_VERSION >= NTDDI_WIN10
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void OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad);
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#endif
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private:
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bool m_windowClosed;
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bool m_windowVisible;
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