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@ -287,15 +287,31 @@ Controller_NPad::NPadType Controller_NPad::GetSupportedStyleSet() const {
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void Controller_NPad::SetSupportedNPadIdTypes(u8* data, std::size_t length) {
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ASSERT(length > 0 && (length % sizeof(u32)) == 0);
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supported_npad_id_types.clear();
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supported_npad_id_types.resize(length / sizeof(u32));
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std::memcpy(supported_npad_id_types.data(), data, length);
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CheckForHandheldVariant();
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}
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#pragma optimize("", off)
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void Controller_NPad::CheckForHandheldVariant() {
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// As some games expect us to use the variant of handheld mode and some games don't. It's
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// consistent that games set the npad ids in order of priority. We can just swap the controller
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// ids on the fly then if we're in handheld mode
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if (std::find(supported_npad_id_types.begin(), supported_npad_id_types.end(), 32) !=
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supported_npad_id_types.end()) {
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const auto& first_controller = connected_controllers.front();
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if (first_controller.is_connected &&
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first_controller.type == NPadControllerType::Handheld) {
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DisconnectNPad(0);
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AddNewController(NPadControllerType::Handheld, true);
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}
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} else {
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if (connected_controllers[8].is_connected) {
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DisconnectNPad(8);
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AddNewController(NPadControllerType::Handheld);
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}
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}
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/*
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if (supported_npad_id_types.size() > 0) {
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const auto& first_controller = supported_npad_id_types.front();
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if (first_controller == 32 && !connected_controllers[8].is_connected) {
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@ -311,7 +327,7 @@ void Controller_NPad::CheckForHandheldVariant() {
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AddNewController(NPadControllerType::Handheld);
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}
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}
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}
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}*/
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}
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const void Controller_NPad::GetSupportedNpadIdTypes(u32* data, std::size_t max_length) {
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