From d9db1d125eedc57654310131f8f8bf6d3431fabf Mon Sep 17 00:00:00 2001
From: german77 <juangerman-13@hotmail.com>
Date: Sat, 27 Mar 2021 19:07:59 -0500
Subject: [PATCH] InputCommon: Name properly xbox 360 and one controllers, Fix
 mappings for Nintendo Pro controllers

---
 src/input_common/sdl/sdl_impl.cpp | 26 ++++++++++++++++++++------
 src/input_common/sdl/sdl_impl.h   |  4 ++++
 2 files changed, 24 insertions(+), 6 deletions(-)

diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp
index f67de37e39..51c26c6c3a 100644
--- a/src/input_common/sdl/sdl_impl.cpp
+++ b/src/input_common/sdl/sdl_impl.cpp
@@ -761,7 +761,7 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
         for (const auto& joystick : value) {
             if (auto* const controller = joystick->GetSDLGameController()) {
                 std::string name =
-                    fmt::format("{} {}", SDL_GameControllerName(controller), joystick->GetPort());
+                    fmt::format("{} {}", GetControllerName(controller), joystick->GetPort());
                 devices.emplace_back(Common::ParamPackage{
                     {"class", "sdl"},
                     {"display", std::move(name)},
@@ -782,6 +782,17 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
     return devices;
 }
 
+std::string SDLState::GetControllerName(SDL_GameController* controller) const {
+    switch (SDL_GameControllerGetType(controller)) {
+    case SDL_CONTROLLER_TYPE_XBOX360:
+        return "XBox 360 Controller";
+    case SDL_CONTROLLER_TYPE_XBOXONE:
+        return "XBox One Controller";
+    default:
+        return SDL_GameControllerName(controller);
+    }
+}
+
 namespace {
 Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis,
                                                       float value = 0.1f) {
@@ -930,16 +941,19 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
         return {};
     }
 
+    const bool invert =
+        SDL_GameControllerGetType(controller) != SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO;
+
     // This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
     // We will add those afterwards
     // This list also excludes Screenshot since theres not really a mapping for that
     using ButtonBindings =
         std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
-    static constexpr ButtonBindings switch_to_sdl_button{{
-        {Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
-        {Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
-        {Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
-        {Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
+    const ButtonBindings switch_to_sdl_button{{
+        {Settings::NativeButton::A, invert ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A},
+        {Settings::NativeButton::B, invert ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B},
+        {Settings::NativeButton::X, invert ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X},
+        {Settings::NativeButton::Y, invert ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y},
         {Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
         {Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
         {Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
diff --git a/src/input_common/sdl/sdl_impl.h b/src/input_common/sdl/sdl_impl.h
index 08044b00d6..8b7363f56b 100644
--- a/src/input_common/sdl/sdl_impl.h
+++ b/src/input_common/sdl/sdl_impl.h
@@ -14,6 +14,7 @@
 #include "input_common/sdl/sdl.h"
 
 union SDL_Event;
+using SDL_GameController = struct _SDL_GameController;
 using SDL_Joystick = struct _SDL_Joystick;
 using SDL_JoystickID = s32;
 
@@ -64,6 +65,9 @@ private:
     /// Needs to be called before SDL_QuitSubSystem.
     void CloseJoysticks();
 
+    /// Returns a custom name for specific controllers because the default name is not correct
+    std::string GetControllerName(SDL_GameController* controller) const;
+
     // Set to true if SDL supports game controller subsystem
     bool has_gamecontroller = false;