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Retrieve SDL_GamepadHasSensor with Steam Input #12997

@AL2009man

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@AL2009man

This is similar to Enhancement: Retrieve Correct SDL_GameControllerGetType with Steam Input #8242, but for Motion Sensors.

So, the idea for this feedback request is to have Steam Input read SDL_GamepadHasSensor and handshake it in a similar vein as Button prompts detection. This expands wider Controller Support (and Steam Controller/Deck) without the need to tell users to make specific configurations or mods (like DSU). All the user have to do is to ensure Gyro sensor is set to "None" on Steam Input. (This will be similar to how ISteamInput's GetMotionData is handle on both Steam Input API and Steam Virtual Gamepad-conpatible games)

While I do understand the recommendation is to use "Steam Input API" while we wait for their Gyro Overhaul to be finished: it has become clear to me that waiting for a improved Gyro support on SteamInput GetMotionData is not a ideal route for Gyro Adoption, as we're starting to see more commercials games having Gyro support, while being "exclusive" to PlayStation controllers.

Note: regarding "exclusive to PlayStation controllers", it's because the majority of them uses libscepad for it, and that one comes with PlayStation's SDK.

Having SDL3 and Steam Input to handshake SDL_GamepadHasSensor / SDL_GameControllerHasSensor would actually incentives developers far more than way.

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