There is no reason to prevent the user from closing the config dialog
if the device is not found. It's not very good UX…
Also fixes ExpressionParser to return NO_DEVICE if the device doesn't
exist instead of SUCCESS.
This adds hotplugging support to the evdev input backend. We use
libudev to monitor changes to input devices in a separate thread.
Removed devices are removed from the devices list, and new devices
are added to the list.
The effect is that controllers are usable immediately after plugging
them without having to manually refresh devices (if they were
configured to be used, of course).
Changes UpdateInput() to skip if we can't lock the mutex, instead of
potentially blocking the CPU thread and causing a short but noticeable
frame drop.
This adds RemoveDevice() to ControllerInterface, fixes ExpressionParser
and some other code to support device removals without crashing,
and adds an IsValid() method to Device, to prepare for hotplugging.
This adds RegisterHotplugCallback() to register a callback which will
be invoked by the input backends' hotplug threads when there is a new
device, so that Core (GCKeyboard, GCPad, Wiimote, Hotkey) can reload
the configuration without adding a dependency to Core from InputCommon.
All the inline comments from the netplay code were removed because they
apparently took up space in game memory (They were maxing out gecko
codes).
"Increase input timing accuracy" was made into its own code entry.
"Netplay Safe Kill Music" code has been updated to prevent desyncs.
Since we now support different scanner sources, g_wiimotes is not
guaranteed to only contain WiimoteLinux anymore.
This replaces the previous "already connected" check with one that
doesn't use g_wiimotes.
Pausing emulation requires to access the CPU thread, which might be blocked
waiting for inputs by netplay. Accessing it in this state would cause the
whole GUI to hang for set timeout (10s).
Instead of sleeping in NetPlayClient::GetNetPads and NetPlayClient::WiimoteUpdate,
now use std::condition_variable. This allows for finer control over these blocking
areas.
This makes WiimoteScanner support several scanner backends.
This adds a WiimoteScannerBackend base class, which scanner backends
derive from, and which allows backend-specific things to be moved out
of the common code.
Also removes IODummy which is not needed anymore.
On a case-sensitive filesystem, the "foundation" library can not be
found, as the framework starts with a capital "F". Because the
Foundation framework is required by other parts of the build, this
causes the build to fail.
Should help with future builds, too, as the upcoming APFS is
case-sensitive.
Once a tab is selected the focus can be set directly from the page
changed event. However once the tab was shown, the first tab order
control element was given the focus by default. This was fixed by
delaying the action and setting the focus after the default focus
had been assigned.
* Focus "Hash Code" / "IP address" text box by default in "Connect"
* Focus game list in "Host" tab
* RETURN keypress now host/join depending on selected tab
* Remember last hosted game
* Remove PanicAlertT:
* Simply log message to netplay window
* Remove them when they are useless
* Show some netplay message in OSD
* Chat messages
* Pad buffer changes
* Desync alerts
* Stop the game consistently when another player disconnects / crashes
* Prettify chat textbox
* Log netplay ping to OSD
Join scenario:
* Copy netplay code
* Open netplay
* Paste code
* Press enter
Host scenario:
* Open netplay
* Go to host tab
* Press enter
UPNP_AddPortMapping needs our IP address, however enet_address_get_host
will return 0.0.0.0 or a host name in most cases.
This gets our IP address from the socket to the IGD.
5.0-56 broke reconnecting a Wiimote on button press; this is because
data reporting was now always stopped for real Wii remotes on
disconnect, making it impossible to know a button was pressed in the
first place (to reconnect the Wiimote).
This semi-reverts to the previous behaviour, where data reporting is
never stopped.
(Also, control channels now go through WiimoteEmu, just like before,
to make sure some things are reset on disconnection.)
Hopefully fixes issue 9711.