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authorJordan Woyak <jordan.woyak@gmail.com>2024-10-30 17:41:09 -0500
committerJordan Woyak <jordan.woyak@gmail.com>2024-10-30 17:41:09 -0500
commit19c3b88e5a02992448bda5aba5610182d7a9b287 (patch)
tree8d5fb6228ea1360e0582b7df5954aba03eb65e74 /Source/Core/InputCommon/ControllerInterface
parentadafe1f34734d7d2fc8e000a2766c0bf2f119fdf (diff)
ControllerInterface/SDL: Disable SDL's Windows.Gaming.Input controller handling.
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface')
-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 0dfcd51281..4285c8784d 100644
--- a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
+++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp
@@ -441,6 +441,8 @@ 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");
m_hotplug_thread = std::thread([this] {
Common::ScopeGuard quit_guard([] {