Merge branch ryujinx:master into ui-settings-input

This commit is contained in:
Neo 2025-11-15 03:23:32 -06:00
commit ab0571ec2b
2 changed files with 16 additions and 2 deletions

View file

@ -22,7 +22,7 @@ namespace Ryujinx.Input.SDL3
private StandardControllerInputConfig _configuration; private StandardControllerInputConfig _configuration;
private static readonly SDL_GamepadButton[] _buttonsDriverMapping = private readonly SDL_GamepadButton[] _buttonsDriverMapping =
[ [
// Unbound, ignored. // Unbound, ignored.
SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID, SDL_GamepadButton.SDL_GAMEPAD_BUTTON_INVALID,
@ -88,6 +88,20 @@ namespace Ryujinx.Input.SDL3
Features = GetFeaturesFlag(); Features = GetFeaturesFlag();
_triggerThreshold = 0.0f; _triggerThreshold = 0.0f;
// Face button mapping
SDL_GamepadButton[] faceButtons = _buttonsDriverMapping[1..5];
foreach (SDL_GamepadButton btn in faceButtons) {
int mapId = SDL_GetGamepadButtonLabel(_gamepadHandle, btn) switch {
SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_A or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_CROSS => 1,
SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_B or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_CIRCLE => 2,
SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_X or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_SQUARE => 3,
SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_Y or SDL_GamepadButtonLabel.SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE => 4,
_ => -1
};
if (mapId == -1) { continue; }
_buttonsDriverMapping[mapId] = btn;
}
// Enable motion tracking // Enable motion tracking
if ((Features & GamepadFeaturesFlag.Motion) != 0) if ((Features & GamepadFeaturesFlag.Motion) != 0)
{ {

View file

@ -65,7 +65,7 @@ namespace Ryujinx.Input.SDL3
string strGuid = new(guidBytes); string strGuid = new(guidBytes);
return $"{strGuid[0..8]}-{strGuid[8..12]}-{strGuid[12..16]}-{strGuid[16..20]}-{strGuid[20..32]}"; return $"{strGuid[4..6]}{strGuid[6..8]}{strGuid[2..4]}{strGuid[0..2]}-{strGuid[10..12]}{strGuid[8..10]}-{strGuid[12..16]}-{strGuid[16..20]}-{strGuid[20..32]}";
} }