diff --git a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp index 3f0f372fa4..eca311f09a 100644 --- a/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp +++ b/Source/Core/InputCommon/ControllerInterface/SDL/SDL.cpp @@ -318,28 +318,6 @@ static constexpr SDLMotionAxisList SDL_AXES_GYRO = {{ Joystick::Joystick(SDL_Joystick* const joystick, const int sdl_index) : m_joystick(joystick), m_name(StripWhitespace(GetJoystickName(sdl_index))) { - // really bad HACKS: - // to not use SDL for an XInput device - // too many people on the forums pick the SDL device and ask: - // "why don't my 360 gamepad triggers/rumble work correctly" - // XXX x360 controllers _should_ work on modern SDL2, so it's unclear why they're - // still broken. Perhaps it's because we're not pumping window messages, which SDL seems to - // expect. -#ifdef _WIN32 - // checking the name is probably good (and hacky) enough - // but I'll double check with the num of buttons/axes - std::string lcasename = GetName(); - Common::ToLower(&lcasename); - - if ((std::string::npos != lcasename.find("xbox 360")) && - (11 == SDL_JoystickNumButtons(joystick)) && (6 == SDL_JoystickNumAxes(joystick)) && - (1 == SDL_JoystickNumHats(joystick)) && (0 == SDL_JoystickNumBalls(joystick))) - { - // this device won't be used - return; - } -#endif - if (SDL_JoystickNumButtons(joystick) > 255 || SDL_JoystickNumAxes(joystick) > 255 || SDL_JoystickNumHats(joystick) > 255 || SDL_JoystickNumBalls(joystick) > 255) {