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Uncommented checks for PlayStation controllers when a game uses Windo…
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…ws.Gaming.Input warning about potential incompatibility.
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Kaldaien committed Dec 8, 2024
1 parent c499d1d commit 12c42a0
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Showing 3 changed files with 11 additions and 6 deletions.
7 changes: 6 additions & 1 deletion CHANGELOG.txt
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@@ -1,4 +1,9 @@
24.12.3
24.12.8
=======
+ Uncommented checks for PlayStation controllers when a game uses
Windows.Gaming.Input warning about potential incompatibility.

24.12.3
=======
+ Various changes to ensure GameInput games do not read from the same memory
that SK's input I/O threads are actively writing to, lockless of course.
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2 changes: 1 addition & 1 deletion include/SpecialK/DLL_VERSION.H
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Expand Up @@ -2,7 +2,7 @@

#define SK_YEAR 24
#define SK_MONTH 12
#define SK_DATE 3
#define SK_DATE 8
#define SK_REV_N 0
#define SK_REV 0

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8 changes: 4 additions & 4 deletions src/input/windows.gaming.input.cpp
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Expand Up @@ -998,10 +998,10 @@ RoGetActivationFactory_Detour ( _In_ HSTRING activatableClassId,
SK_HID_SetupPlayStationControllers ()
);

//const bool bHasPlayStationControllers =
// (! SK_HID_PlayStationControllers.empty ());
//
//if (bHasPlayStationControllers)
const bool bHasPlayStationControllers =
(! SK_HID_PlayStationControllers.empty ());

if (bHasPlayStationControllers)
{
if ((! config.input.gamepad.xinput.emulate) && SK_GetCurrentGameID () != SK_GAME_ID::HorizonForbiddenWest &&
SK_GetCurrentGameID () != SK_GAME_ID::RatchetAndClank_RiftApart &&
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