mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-26 17:12:37 -06:00
Initialize GAMECONTROLLER in EmuWindow_SDL2 (#6078)
Resolves #6077 If only `SDL_INIT_JOYSTICK` is used, `InputCommon::SDL::SDLState` later tries to initialize the game controller in a background thread, which on macOS causes a crash in `SDL_PumpEvents`. From [the SDL docs](https://wiki.libsdl.org/SDL_Init), `SDL_INIT_GAMECONTROLLER` implies `SDL_INIT_JOYSTICK`, so this should be a total superset of the previous behavior.
This commit is contained in:
parent
357025dfdf
commit
6764264488
1 changed files with 1 additions and 1 deletions
|
@ -134,7 +134,7 @@ void EmuWindow_SDL2::Fullscreen() {
|
|||
|
||||
EmuWindow_SDL2::EmuWindow_SDL2(bool fullscreen) {
|
||||
// Initialize the window
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0) {
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER) < 0) {
|
||||
LOG_CRITICAL(Frontend, "Failed to initialize SDL2! Exiting...");
|
||||
exit(1);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue