Removed the controller update lock as it is no longer needed.
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2c6eaf9c76
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@ -453,11 +453,6 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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g_controller_interface.UpdateInput();
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// don't want game thread updating input when we are using it here
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std::unique_lock<std::recursive_mutex> lk(g_controller_interface.update_lock, std::try_to_lock);
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if (!lk.owns_lock())
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return;
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GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());
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for (ControlGroupBox* g : current_page->control_groups)
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@ -134,8 +134,6 @@ void ControllerInterface::Shutdown()
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//
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void ControllerInterface::UpdateInput()
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{
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std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
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for (ciface::Core::Device* d : m_devices)
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d->UpdateInput();
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}
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@ -122,8 +122,6 @@ public:
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void UpdateReference(ControlReference* control, const ciface::Core::DeviceQualifier& default_device) const;
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void UpdateInput();
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std::recursive_mutex update_lock;
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private:
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bool m_is_init;
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void* m_hwnd;
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