mirror of
https://github.com/patchzyy/wiicompiled
synced 2026-09-27 15:21:35 -04:00
Fix controller mapping platform, player index sync, and socket errors (#251)
* Fix macOS controller platform, sync player indices, and preserve socket send error - Preserve captured socket send error across diagnostic logging in network_socket.cpp - Use SDL_GetPlatform() instead of hardcoded Windows in controller mapping wizard - Synchronize Aurora and SDL player indices on port assignment and clear in pad.cpp - Auto-assign Player 1 on macOS when unconfigured in input.cpp * fix(input): refine macOS port 0 assignment and persistence logic - Persist port 0 preference for newly connected controller even if already assigned player index 0 - Verify controller has no preference on other ports before assigning to port 0
This commit is contained in:
@@ -5,6 +5,7 @@
|
||||
#include <imgui.h>
|
||||
#include <SDL3/SDL_gamepad.h>
|
||||
#include <SDL3/SDL_joystick.h>
|
||||
#include <SDL3/SDL_platform.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
@@ -146,7 +147,7 @@ std::string BuildMappingString() {
|
||||
mapping += std::string(kSteps[i].mappingKey) + ":" + *g_wizard.bindings[i] + ",";
|
||||
}
|
||||
}
|
||||
mapping += "platform:Windows,";
|
||||
mapping += std::string("platform:") + SDL_GetPlatform() + ",";
|
||||
return mapping;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user