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ControllerInterface/SDL: Disable SDL's Windows.Gaming.Input controller handling.
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@ -441,6 +441,8 @@ InputBackend::InputBackend(ControllerInterface* controller_interface)
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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// We want buttons to come in as positions, not labels
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// We want buttons to come in as positions, not labels
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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// We have our own WGI backend. Enabling SDL's WGI handling creates even more redundant devices.
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SDL_SetHint(SDL_HINT_JOYSTICK_WGI, "0");
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m_hotplug_thread = std::thread([this] {
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m_hotplug_thread = std::thread([this] {
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Common::ScopeGuard quit_guard([] {
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Common::ScopeGuard quit_guard([] {
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