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authorJosJuice <josjuice@gmail.com>2024-11-17 21:51:56 +0100
committerGitHub <noreply@github.com>2024-11-17 21:51:56 +0100
commit0f2c2c7ae0be8e624eee94053d63ea2fd7473327 (patch)
tree2cc1310d5470dcdb3f3def6e14cc408d81bb68d0
parent050f5dfff65424138da07b7e3fab58cc22ed908a (diff)
parent19c3b88e5a02992448bda5aba5610182d7a9b287 (diff)
Merge pull request #13156 from jordan-woyak/sdl-no-wgi
ControllerInterface/SDL: Disable SDL's Windows.Gaming.Input controller handling.
-rw-r--r--Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
index 6a86217190..cd45480761 100644
--- a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
+++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
@@ -434,6 +434,8 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
// We want buttons to come in as positions, not labels
SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
+ // We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.
+ SDL_SetHint(SDL_HINT_JOYSTICK_WGI, "0");
// Disable DualSense Player LEDs; We already colorize the Primary LED
SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED, "0");