SDL does that when calling SDL_GameControllerSetSensorEnabled() on supported controllers.
This is a one-way transition, i.e. cannot be undone without re-plugging the controller or rebooting.
Signed-off-by: Arkadiusz Hiler ahiler@codeweavers.com --- dlls/winebus.sys/bus_udev.c | 11 +++++++++++ 1 file changed, 11 insertions(+)
diff --git a/dlls/winebus.sys/bus_udev.c b/dlls/winebus.sys/bus_udev.c index c290cea6f4f..ea54e19df47 100644 --- a/dlls/winebus.sys/bus_udev.c +++ b/dlls/winebus.sys/bus_udev.c @@ -442,6 +442,17 @@ static void hidraw_device_get_feature_report(struct unix_device *iface, HID_XFER { io->Information = count; io->Status = STATUS_SUCCESS; + + /* disable DS4 report quirk when we get calibration feature report */ + if ((impl->quirks & QUIRK_DS4_BT) && packet->reportId == 0x5) + impl->quirks &= ~QUIRK_DS4_BT; + + /* disable DualSense report quirk when we get calibration feature report */ + if ((impl->quirks & QUIRK_DUALSENSE_BT) && packet->reportId == 0x5) + { + TRACE("unquirking dualsense\n"); + impl->quirks &= ~QUIRK_DUALSENSE_BT; + } } else {