ControllerInterface: Add InputBackend interface and SDL implementation.
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dc046a2470
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44a4573303
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@ -487,6 +487,7 @@
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<ClInclude Include="InputCommon\ControllerEmu\StickGate.h" />
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<ClInclude Include="InputCommon\ControllerInterface\ControllerInterface.h" />
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<ClInclude Include="InputCommon\ControllerInterface\CoreDevice.h" />
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<ClInclude Include="InputCommon\ControllerInterface\InputBackend.h" />
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<ClInclude Include="InputCommon\ControllerInterface\DInput\DInput.h" />
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<ClInclude Include="InputCommon\ControllerInterface\DInput\DInput8.h" />
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<ClInclude Include="InputCommon\ControllerInterface\DInput\DInputJoystick.h" />
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@ -1111,6 +1112,7 @@
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<ClCompile Include="InputCommon\ControllerEmu\StickGate.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\ControllerInterface.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\CoreDevice.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\InputBackend.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\DInput\DInput.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\DInput\DInputJoystick.cpp" />
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<ClCompile Include="InputCommon\ControllerInterface\DInput\DInputKeyboardMouse.cpp" />
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@ -56,6 +56,8 @@ add_library(inputcommon
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ControllerInterface/ControllerInterface.h
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ControllerInterface/CoreDevice.cpp
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ControllerInterface/CoreDevice.h
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ControllerInterface/InputBackend.cpp
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ControllerInterface/InputBackend.h
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ControllerInterface/MappingCommon.cpp
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ControllerInterface/MappingCommon.h
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ControllerInterface/Wiimote/WiimoteController.cpp
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@ -64,7 +64,7 @@ void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
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// nothing needed for OSX and Quartz
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#endif
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#ifdef CIFACE_USE_SDL
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ciface::SDL::Init();
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m_input_backends.emplace_back(ciface::SDL::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_ANDROID
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// nothing needed
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@ -181,9 +181,6 @@ void ControllerInterface::RefreshDevices(RefreshReason reason)
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ciface::Quartz::PopulateDevices(m_wsi.render_window);
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}
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#endif
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#ifdef CIFACE_USE_SDL
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ciface::SDL::PopulateDevices();
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#endif
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#ifdef CIFACE_USE_ANDROID
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ciface::Android::PopulateDevices();
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#endif
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@ -197,6 +194,9 @@ void ControllerInterface::RefreshDevices(RefreshReason reason)
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ciface::DualShockUDPClient::PopulateDevices();
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#endif
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for (auto& backend : m_input_backends)
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backend->PopulateDevices();
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WiimoteReal::PopulateDevices();
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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@ -242,9 +242,6 @@ void ControllerInterface::Shutdown()
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ciface::OSX::DeInit();
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ciface::Quartz::DeInit();
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#endif
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#ifdef CIFACE_USE_SDL
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ciface::SDL::DeInit();
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#endif
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#ifdef CIFACE_USE_ANDROID
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// nothing needed
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#endif
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@ -255,6 +252,8 @@ void ControllerInterface::Shutdown()
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ciface::DualShockUDPClient::DeInit();
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#endif
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m_input_backends.clear();
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// Make sure no devices had been added within Shutdown() in the time
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// between checking they checked atomic m_is_init bool and we changed it.
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// We couldn't have locked m_devices_population_mutex for the whole Shutdown()
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@ -384,9 +383,14 @@ void ControllerInterface::UpdateInput()
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// TODO: if we are an emulation input channel, we should probably always lock
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// Prefer outdated values over blocking UI or CPU thread (avoids short but noticeable frame drop)
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if (m_devices_mutex.try_lock())
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{
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if (!m_devices_mutex.try_lock())
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return;
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std::lock_guard lk(m_devices_mutex, std::adopt_lock);
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for (auto& backend : m_input_backends)
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backend->UpdateInput();
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for (const auto& d : m_devices)
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{
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// Theoretically we could avoid updating input on devices that don't have any references to
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@ -394,7 +398,6 @@ void ControllerInterface::UpdateInput()
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d->UpdateInput();
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}
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}
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}
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void ControllerInterface::SetCurrentInputChannel(ciface::InputChannel input_channel)
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{
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@ -12,6 +12,7 @@
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#include "Common/Matrix.h"
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#include "Common/WindowSystemInfo.h"
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#include "InputCommon/ControllerInterface/CoreDevice.h"
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#include "InputCommon/ControllerInterface/InputBackend.h"
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// enable disable sources
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#ifdef _WIN32
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@ -133,6 +134,8 @@ private:
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WindowSystemInfo m_wsi;
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std::atomic<float> m_aspect_ratio_adjustment = 1;
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std::atomic<bool> m_requested_mouse_centering = false;
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std::vector<std::unique_ptr<ciface::InputBackend>> m_input_backends;
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};
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namespace ciface
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@ -0,0 +1,24 @@
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// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "InputCommon/ControllerInterface/InputBackend.h"
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namespace ciface
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{
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InputBackend::InputBackend(ControllerInterface* controller_interface)
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: m_controller_interface(*controller_interface)
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{
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}
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InputBackend::~InputBackend() = default;
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void InputBackend::UpdateInput()
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{
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}
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ControllerInterface& InputBackend::GetControllerInterface()
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{
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return m_controller_interface;
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}
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} // namespace ciface
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@ -0,0 +1,26 @@
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// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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class ControllerInterface;
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namespace ciface
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{
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class InputBackend
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{
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public:
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InputBackend(ControllerInterface* controller_interface);
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virtual ~InputBackend();
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virtual void PopulateDevices() = 0;
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virtual void UpdateInput();
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ControllerInterface& GetControllerInterface();
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private:
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ControllerInterface& m_controller_interface;
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};
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} // namespace ciface
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@ -29,7 +29,33 @@ static std::string GetJoystickName(int index)
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#endif
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}
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static void OpenAndAddDevice(int index)
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class InputBackend final : public ciface::InputBackend
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{
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public:
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InputBackend(ControllerInterface* controller_interface);
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~InputBackend();
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void PopulateDevices() override;
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void UpdateInput() override;
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private:
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void OpenAndAddDevice(int index);
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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bool HandleEventAndContinue(const SDL_Event& e);
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Common::Event m_init_event;
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Uint32 m_stop_event_type;
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Uint32 m_populate_event_type;
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std::thread m_hotplug_thread;
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#endif
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};
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std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface)
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{
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return std::make_unique<InputBackend>(controller_interface);
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}
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void InputBackend::OpenAndAddDevice(int index)
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{
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SDL_Joystick* const dev = SDL_JoystickOpen(index);
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if (dev)
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@ -37,17 +63,13 @@ static void OpenAndAddDevice(int index)
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auto js = std::make_shared<Joystick>(dev, index);
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// only add if it has some inputs/outputs
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if (!js->Inputs().empty() || !js->Outputs().empty())
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g_controller_interface.AddDevice(std::move(js));
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GetControllerInterface().AddDevice(std::move(js));
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}
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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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 std::thread s_hotplug_thread;
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static bool HandleEventAndContinue(const SDL_Event& e)
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bool InputBackend::HandleEventAndContinue(const SDL_Event& e)
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{
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if (e.type == SDL_JOYDEVICEADDED)
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{
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@ -55,20 +77,20 @@ static bool HandleEventAndContinue(const SDL_Event& e)
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}
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else if (e.type == SDL_JOYDEVICEREMOVED)
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{
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g_controller_interface.RemoveDevice([&e](const auto* device) {
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GetControllerInterface().RemoveDevice([&e](const auto* device) {
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return device->GetSource() == "SDL" &&
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SDL_JoystickInstanceID(static_cast<const Joystick*>(device)->GetSDLJoystick()) ==
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e.jdevice.which;
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});
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}
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else if (e.type == s_populate_event_type)
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else if (e.type == m_populate_event_type)
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{
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g_controller_interface.PlatformPopulateDevices([] {
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GetControllerInterface().PlatformPopulateDevices([this] {
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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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else if (e.type == m_stop_event_type)
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{
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return false;
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}
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@ -144,7 +166,8 @@ static void EnableSDLLogging()
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nullptr);
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}
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void Init()
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InputBackend::InputBackend(ControllerInterface* controller_interface)
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: ciface::InputBackend(controller_interface)
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC) != 0)
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@ -168,13 +191,13 @@ void Init()
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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#endif
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s_hotplug_thread = std::thread([] {
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m_hotplug_thread = std::thread([this] {
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Common::ScopeGuard quit_guard([] {
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// TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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SDL_Quit();
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});
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{
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Common::ScopeGuard init_guard([] { s_init_event.Set(); });
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Common::ScopeGuard init_guard([this] { m_init_event.Set(); });
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if (SDL_Init(SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER) != 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "SDL failed to register custom events");
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return;
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}
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s_stop_event_type = custom_events_start;
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s_populate_event_type = custom_events_start + 1;
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m_stop_event_type = custom_events_start;
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m_populate_event_type = custom_events_start + 1;
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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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}
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});
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s_init_event.Wait();
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m_init_event.Wait();
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#endif
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}
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void DeInit()
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InputBackend::~InputBackend()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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SDL_Quit();
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#else
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if (!s_hotplug_thread.joinable())
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if (!m_hotplug_thread.joinable())
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return;
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SDL_Event stop_event{s_stop_event_type};
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SDL_Event stop_event{m_stop_event_type};
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SDL_PushEvent(&stop_event);
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s_hotplug_thread.join();
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m_hotplug_thread.join();
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#endif
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}
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void PopulateDevices()
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void InputBackend::PopulateDevices()
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{
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#if !SDL_VERSION_ATLEAST(2, 0, 0)
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if (!SDL_WasInit(SDL_INIT_JOYSTICK))
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for (int i = 0; i < SDL_NumJoysticks(); ++i)
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OpenAndAddDevice(i);
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#else
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if (!s_hotplug_thread.joinable())
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if (!m_hotplug_thread.joinable())
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return;
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SDL_Event populate_event{s_populate_event_type};
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SDL_Event populate_event{m_populate_event_type};
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SDL_PushEvent(&populate_event);
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#endif
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}
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}
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#endif
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void Joystick::UpdateInput()
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void InputBackend::UpdateInput()
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{
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// TODO: Don't call this for every Joystick, only once per ControllerInterface::UpdateInput()
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SDL_JoystickUpdate();
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}
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#endif
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#include "InputCommon/ControllerInterface/CoreDevice.h"
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#include "InputCommon/ControllerInterface/InputBackend.h"
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namespace ciface::SDL
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{
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void Init();
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void DeInit();
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void PopulateDevices();
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std::unique_ptr<ciface::InputBackend> CreateInputBackend(ControllerInterface* controller_interface);
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class Joystick : public Core::Device
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{
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#endif
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public:
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void UpdateInput() override;
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Joystick(SDL_Joystick* const joystick, const int sdl_index);
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~Joystick();
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