XInput2 was created to support multiple pointer/keyboard pairs (often
called MPX for multi-pointer X). Dolphin's XInput2 implementation has
always supported MPX by creating a KeyboardMouse object per master
pointer. Since commit bbb12a7, Dolphin's keyboard state is filtered by
the output of XQueryKeymap. As a core X function, XQueryKeymap queries
"the" keyboard, which by default is the first master keyboard. As a
result, Dolphin will ignore keys pressed on other master keyboards
unless the first master is simultaneously pressing the same keys.
XInput2 doesn't provide a function to query the keyboard state. There
is no XIQueryKeymap and the current state is not a member of the
XIKeyClassInfo returned by XIQueryDevice. Instead, XInput2 allows a
master pointer to be nominated as "the" pointer on a per-client basis,
with "the" keyboard automatically becoming the associated master
keyboard. The "documentation" [1] says passing None for the window is
only for debugging purposes, but it is documented in the
XISetClientPointer man page and seems to be the only way to query
keyboards beyond the first.
With this commit, Dolphin correctly reads keys from keyboards other than
the first master keyboard. To test, use the xinput command-line utility
to create a master pointer and reattach a keyboard to the associated
master keyboard.
[1]: https://who-t.blogspot.com/2009/07/xi2-recipes-part-6.html
(the XInput2 developer's blog)
Update the rcheevos submodule to the most recent origin/develop, which contains a fix to the gamecube hash algorithm to politely exit if it is unable to open a file.
LoadGameByFilenameAsync sets up a volume reader and hashes the volume, then uses that hash to make the three consecutive API requests to resolve hash, start session and load game data.
CloseGame resets the m_is_game_loaded flag, wipes the queue, and destroys all the game data responses.
FetchGameData is the big one - this retrieves the logic for all the achievements, leaderboards, and rich presence, and all the relevant metadata for the game.
Added a call to the RetroAchievements Start Session API to AchievementManager. This is primarily for client-side activation, so it doesn't return much of value, aside from its success/error information, but I'm storing the return structure in case this changes in the future.
Added the ResolveHash method to AchievementManager. This is a blocking function to send a hash string to the RetroAchievements server to verify it and get a game ID back.
This was previously copying each pair out of the vector returned by
GetInterfaceListInternal() when we just need to emplace the first entry
of each pair.
See https://bugs.dolphin-emu.org/issues/13232; this was introduced in 7dde0c3c31. Apparently, providing a parent for a widget that is not visible makes your new widget visible when the parent is later made visible, in addition to managing the deletion of the widget; the documentation does not specify this (only that if the parent is visible you need to explicitly show it).