forked from suyu/suyu
yuzu_cmd: Fix mismatching controller input
This commit is contained in:
parent
424643f9af
commit
ebca59b8e9
3 changed files with 18 additions and 2 deletions
|
@ -176,6 +176,9 @@ void Config::ReadValues() {
|
|||
Settings::values.debug_pad_analogs[i] = default_param;
|
||||
}
|
||||
|
||||
ReadSetting("ControlsGeneral", Settings::values.enable_raw_input);
|
||||
ReadSetting("ControlsGeneral", Settings::values.enable_joycon_driver);
|
||||
ReadSetting("ControlsGeneral", Settings::values.emulate_analog_keyboard);
|
||||
ReadSetting("ControlsGeneral", Settings::values.vibration_enabled);
|
||||
ReadSetting("ControlsGeneral", Settings::values.enable_accurate_vibrations);
|
||||
ReadSetting("ControlsGeneral", Settings::values.motion_enabled);
|
||||
|
|
|
@ -14,6 +14,7 @@ const char* sdl2_config_file =
|
|||
# Escape characters $0 (for ':'), $1 (for ',') and $2 (for '$') can be used in values
|
||||
|
||||
# Indicates if this player should be connected at boot
|
||||
# 0 (default): Disabled, 1: Enabled
|
||||
connected=
|
||||
|
||||
# for button input, the following devices are available:
|
||||
|
@ -94,6 +95,18 @@ motionright=
|
|||
# 0 (default): Disabled, 1: Enabled
|
||||
debug_pad_enabled =
|
||||
|
||||
# Enable sdl raw input. Allows to configure up to 8 xinput controllers.
|
||||
# 0 (default): Disabled, 1: Enabled
|
||||
enable_raw_input =
|
||||
|
||||
# Enable yuzu joycon driver instead of SDL drive.
|
||||
# 0: Disabled, 1 (default): Enabled
|
||||
enable_joycon_driver =
|
||||
|
||||
# Emulates an analog input from buttons. Allowing to dial any angle.
|
||||
# 0 (default): Disabled, 1: Enabled
|
||||
emulate_analog_keyboard =
|
||||
|
||||
# Whether to enable or disable vibration
|
||||
# 0: Disabled, 1 (default): Enabled
|
||||
vibration_enabled=
|
||||
|
|
|
@ -18,11 +18,11 @@
|
|||
|
||||
EmuWindow_SDL2::EmuWindow_SDL2(InputCommon::InputSubsystem* input_subsystem_, Core::System& system_)
|
||||
: input_subsystem{input_subsystem_}, system{system_} {
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
|
||||
input_subsystem->Initialize();
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) < 0) {
|
||||
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
|
||||
exit(1);
|
||||
}
|
||||
input_subsystem->Initialize();
|
||||
SDL_SetMainReady();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue