joystick: On disconnect, recenter all game controller inputs.

The joystick layer can't necessarily give us perfect centering, but we know
that the game controller level has logical absolute idle positions that have
nothing to do with the physical device.

So send game controller events to make it look like the device is completely
untouched before sending the final removal event.
Ryan C. Gordon 2020-04-20 16:01:36 -04:00
parent 116b8c17f2
commit c5f2a1ce4e
1 changed files with 24 additions and 0 deletions

View File

@ -344,6 +344,28 @@ static void HandleJoystickHat(SDL_GameController *gamecontroller, int hat, Uint8
gamecontroller->last_hat_mask[hat] = value;
}
/* The joystick layer will _also_ send events to recenter before disconnect,
but it has to make (sometimes incorrect) guesses at what being "centered"
is. The game controller layer, however, can set a definite logical idle
position, so set them all here. If we happened to already be at the
center thanks to the joystick layer or idle hands, this won't generate
duplicate events. */
static void RecenterGameController(SDL_GameController *gamecontroller)
{
SDL_GameControllerButton button;
SDL_GameControllerAxis axis;
for (button = (SDL_GameControllerButton) 0; button < SDL_CONTROLLER_BUTTON_MAX; button++) {
SDL_PrivateGameControllerButton(gamecontroller, button, SDL_RELEASED);
}
for (axis = (SDL_GameControllerAxis) 0; axis < SDL_CONTROLLER_AXIS_MAX; axis++) {
SDL_PrivateGameControllerAxis(gamecontroller, axis, 0);
}
}
/*
* Event filter to fire controller events from joystick ones
*/
@ -404,6 +426,8 @@ static int SDLCALL SDL_GameControllerEventWatcher(void *userdata, SDL_Event * ev
if (controllerlist->joystick->instance_id == event->jdevice.which) {
SDL_Event deviceevent;
RecenterGameController(controllerlist);
deviceevent.type = SDL_CONTROLLERDEVICEREMOVED;
deviceevent.cdevice.which = event->jdevice.which;
SDL_PushEvent(&deviceevent);