Merge pull request #13882 from jordan-woyak/sdl-win32-msg

SDL: Remove old Windows joystick bug workarounds.
This commit is contained in:
JMC47
2025-09-26 16:13:49 -04:00
committed by GitHub

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@@ -130,9 +130,6 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
{
EnableSDLLogging();
// This is required on windows so that SDL's joystick code properly pumps window messages
SDL_SetHint(SDL_HINT_JOYSTICK_THREAD, "1");
SDL_SetHint(SDL_HINT_JOYSTICK_ENHANCED_REPORTS, "1");
// We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.
@@ -177,34 +174,11 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
}
}
#ifdef _WIN32
// This is a hack to workaround SDL_hidapi using window messages to detect device
// removal/arrival, yet no part of SDL pumps messages for it. It can hopefully be removed in the
// future when SDL fixes the issue. Note this is a separate issue from SDL_HINT_JOYSTICK_THREAD.
// Also note that SDL_WaitEvent may block while device detection window messages get queued up,
// causing some noticible stutter. This is just another reason it should be fixed properly by
// SDL...
const auto window_handle =
FindWindowEx(HWND_MESSAGE, nullptr, TEXT("SDL_HIDAPI_DEVICE_DETECTION"), nullptr);
#endif
SDL_Event e;
while (SDL_WaitEvent(&e))
{
if (!HandleEventAndContinue(e))
return;
#ifdef _WIN32
MSG msg;
while (window_handle && PeekMessage(&msg, window_handle, 0, 0, PM_NOREMOVE))
{
if (GetMessageA(&msg, window_handle, 0, 0) != 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
#endif
}
});