WinRT: bug hack-fix - gamepad detection was failing on Xbox One
Win10's 'GamepadAdded' event seems to need to have something registered with it
in order for Xinput-based gamepad detection to work. This 'fix' simply causes
a dummy event-handler to be added for this event, in case an app wants to use
gamepads on Xbox One (most likely).
--- a/src/core/winrt/SDL_winrtapp_direct3d.cpp Sun Apr 10 22:07:10 2016 -0300
+++ b/src/core/winrt/SDL_winrtapp_direct3d.cpp Mon Apr 11 00:22:39 2016 -0400
@@ -254,6 +254,18 @@
CoreApplication::Exiting +=
ref new EventHandler<Platform::Object^>(this, &SDL_WinRTApp::OnExiting);
+
+#if NTDDI_VERSION >= NTDDI_WIN10
+ /* HACK ALERT! Xbox One doesn't seem to detect gamepads unless something
+ gets registered to receive Win10's Windows.Gaming.Input.Gamepad.GamepadAdded
+ events. We'll register an event handler for these events here, to make
+ sure that gamepad detection works later on, if requested.
+ */
+ Windows::Gaming::Input::Gamepad::GamepadAdded +=
+ ref new Windows::Foundation::EventHandler<Windows::Gaming::Input::Gamepad^>(
+ this, &SDL_WinRTApp::OnGamepadAdded
+ );
+#endif
}
#if NTDDI_VERSION > NTDDI_WIN8
@@ -832,3 +844,13 @@
}
#endif
+#if NTDDI_VERSION >= NTDDI_WIN10
+void SDL_WinRTApp::OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad)
+{
+ /* HACK ALERT: Nothing needs to be done here, as this method currently
+ only exists to allow something to be registered with Win10's
+ GamepadAdded event, an operation that seems to be necessary to get
+ Xinput-based detection to work on Xbox One.
+ */
+}
+#endif
--- a/src/core/winrt/SDL_winrtapp_direct3d.h Sun Apr 10 22:07:10 2016 -0300
+++ b/src/core/winrt/SDL_winrtapp_direct3d.h Mon Apr 11 00:22:39 2016 -0400
@@ -80,6 +80,10 @@
void OnBackButtonPressed(Platform::Object^ sender, Windows::Phone::UI::Input::BackPressedEventArgs^ args);
#endif
+#if NTDDI_VERSION >= NTDDI_WIN10
+ void OnGamepadAdded(Platform::Object ^sender, Windows::Gaming::Input::Gamepad ^gamepad);
+#endif
+
private:
bool m_windowClosed;
bool m_windowVisible;