diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index f67de37e39..51c26c6c3a 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -761,7 +761,7 @@ std::vector SDLState::GetInputDevices() { for (const auto& joystick : value) { if (auto* const controller = joystick->GetSDLGameController()) { std::string name = - fmt::format("{} {}", SDL_GameControllerName(controller), joystick->GetPort()); + fmt::format("{} {}", GetControllerName(controller), joystick->GetPort()); devices.emplace_back(Common::ParamPackage{ {"class", "sdl"}, {"display", std::move(name)}, @@ -782,6 +782,17 @@ std::vector SDLState::GetInputDevices() { return devices; } +std::string SDLState::GetControllerName(SDL_GameController* controller) const { + switch (SDL_GameControllerGetType(controller)) { + case SDL_CONTROLLER_TYPE_XBOX360: + return "XBox 360 Controller"; + case SDL_CONTROLLER_TYPE_XBOXONE: + return "XBox One Controller"; + default: + return SDL_GameControllerName(controller); + } +} + namespace { Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis, float value = 0.1f) { @@ -930,16 +941,19 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa return {}; } + const bool invert = + SDL_GameControllerGetType(controller) != SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO; + // This list is missing ZL/ZR since those are not considered buttons in SDL GameController. // We will add those afterwards // This list also excludes Screenshot since theres not really a mapping for that using ButtonBindings = std::array, 17>; - static constexpr ButtonBindings switch_to_sdl_button{{ - {Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B}, - {Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A}, - {Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y}, - {Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X}, + const ButtonBindings switch_to_sdl_button{{ + {Settings::NativeButton::A, invert ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A}, + {Settings::NativeButton::B, invert ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B}, + {Settings::NativeButton::X, invert ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X}, + {Settings::NativeButton::Y, invert ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y}, {Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK}, {Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK}, {Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER}, diff --git a/src/input_common/sdl/sdl_impl.h b/src/input_common/sdl/sdl_impl.h index 08044b00d6..8b7363f56b 100644 --- a/src/input_common/sdl/sdl_impl.h +++ b/src/input_common/sdl/sdl_impl.h @@ -14,6 +14,7 @@ #include "input_common/sdl/sdl.h" union SDL_Event; +using SDL_GameController = struct _SDL_GameController; using SDL_Joystick = struct _SDL_Joystick; using SDL_JoystickID = s32; @@ -64,6 +65,9 @@ private: /// Needs to be called before SDL_QuitSubSystem. void CloseJoysticks(); + /// Returns a custom name for specific controllers because the default name is not correct + std::string GetControllerName(SDL_GameController* controller) const; + // Set to true if SDL supports game controller subsystem bool has_gamecontroller = false;