ControllerInterface: make SDL use PlatformPopulateDevices()
and avoid waiting on SDL async population being finished for no reason
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1d816f8f26
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@ -46,7 +46,6 @@ static void OpenAndAddDevice(int index)
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static Common::Event s_init_event;
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static Uint32 s_stop_event_type;
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static Uint32 s_populate_event_type;
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static Common::Event s_populated_event;
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static std::thread s_hotplug_thread;
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static bool HandleEventAndContinue(const SDL_Event& e)
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@ -64,9 +63,10 @@ static bool HandleEventAndContinue(const SDL_Event& e)
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}
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else if (e.type == s_populate_event_type)
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{
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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s_populated_event.Set();
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g_controller_interface.PlatformPopulateDevices([] {
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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});
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}
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else if (e.type == s_stop_event_type)
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{
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@ -111,7 +111,8 @@ void Init()
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// Drain all of the events and add the initial joysticks before returning. Otherwise, the
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// individual joystick events as well as the custom populate event will be handled _after_
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// ControllerInterface::Init/RefreshDevices has cleared its list of devices, resulting in
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// duplicate devices.
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// duplicate devices. Adding devices will actually "fail" here, as the ControllerInterface
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// hasn't finished initializing yet.
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SDL_Event e;
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while (SDL_PollEvent(&e) != 0)
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{
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@ -161,8 +162,6 @@ void PopulateDevices()
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SDL_Event populate_event{s_populate_event_type};
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SDL_PushEvent(&populate_event);
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s_populated_event.Wait();
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#endif
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}
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