465 lines
14 KiB
C++
465 lines
14 KiB
C++
// Copyright 2010 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#include <algorithm>
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#include "Common/Assert.h"
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#include "Common/Logging/Log.h"
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#include "Core/HW/WiimoteReal/WiimoteReal.h"
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#ifdef CIFACE_USE_WIN32
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#include "InputCommon/ControllerInterface/Win32/Win32.h"
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#endif
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#ifdef CIFACE_USE_XLIB
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#include "InputCommon/ControllerInterface/Xlib/XInput2.h"
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#endif
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#ifdef CIFACE_USE_OSX
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#include "InputCommon/ControllerInterface/OSX/OSX.h"
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#include "InputCommon/ControllerInterface/Quartz/Quartz.h"
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#endif
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#ifdef CIFACE_USE_SDL
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#include "InputCommon/ControllerInterface/SDL/SDL.h"
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#endif
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#ifdef CIFACE_USE_ANDROID
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#include "InputCommon/ControllerInterface/Android/Android.h"
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#endif
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#ifdef CIFACE_USE_EVDEV
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#include "InputCommon/ControllerInterface/evdev/evdev.h"
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#endif
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#ifdef CIFACE_USE_PIPES
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#include "InputCommon/ControllerInterface/Pipes/Pipes.h"
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#endif
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#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
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#include "InputCommon/ControllerInterface/DualShockUDPClient/DualShockUDPClient.h"
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#endif
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ControllerInterface g_controller_interface;
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// We need to save which input channel we are in by thread, so we can access the correct input
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// update values in different threads by input channel. We start from InputChannel::Host on all
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// threads as hotkeys are updated from a worker thread, but UI can read from the main thread. This
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// will never interfere with game threads.
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static thread_local ciface::InputChannel tls_input_channel = ciface::InputChannel::Host;
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void ControllerInterface::Initialize(const WindowSystemInfo& wsi)
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{
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if (m_is_init)
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return;
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std::lock_guard lk_population(m_devices_population_mutex);
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m_wsi = wsi;
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m_populating_devices_counter = 1;
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m_devices_mutex.lock();
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#ifdef CIFACE_USE_WIN32
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ciface::Win32::Init(wsi.render_window);
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#endif
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#ifdef CIFACE_USE_XLIB
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// nothing needed
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#endif
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#ifdef CIFACE_USE_OSX
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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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#endif
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#ifdef CIFACE_USE_ANDROID
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// nothing needed
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#endif
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#ifdef CIFACE_USE_EVDEV
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ciface::evdev::Init();
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#endif
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#ifdef CIFACE_USE_PIPES
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// nothing needed
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#endif
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#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
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ciface::DualShockUDPClient::Init();
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#endif
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// Don't allow backends to add devices before the first RefreshDevices() as they will be cleaned
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// there. Or they'd end up waiting on the devices mutex if populated from another thread.
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m_is_init = true;
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RefreshDevices();
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const bool devices_empty = m_devices.empty();
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m_devices_mutex.unlock();
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if (m_populating_devices_counter.fetch_sub(1) == 1 && !devices_empty)
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InvokeDevicesChangedCallbacks();
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}
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void ControllerInterface::ChangeWindow(void* hwnd, WindowChangeReason reason)
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{
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if (!m_is_init)
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return;
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// This shouldn't use render_surface so no need to update it.
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m_wsi.render_window = hwnd;
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// No need to re-add devices if this is an application exit request
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if (reason == WindowChangeReason::Exit)
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ClearDevices();
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else
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RefreshDevices(RefreshReason::WindowChangeOnly);
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}
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void ControllerInterface::RefreshDevices(RefreshReason reason)
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{
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if (!m_is_init)
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return;
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#ifdef CIFACE_USE_OSX
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if (m_wsi.type == WindowSystemType::MacOS)
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{
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std::lock_guard lk_pre_population(m_pre_population_mutex);
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// This is needed to stop its threads before locking our mutexes, to avoid deadlocks
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// (in case it tried to add a device after we had locked m_devices_population_mutex).
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// There doesn't seem to be an easy to way to repopulate OSX devices without restarting
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// its hotplug thread. This will not release its devices, that's still done below.
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ciface::OSX::DeInit();
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}
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#endif
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// This lock has two main functions:
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// -Avoid a deadlock between m_devices_mutex and ControllerEmu::s_state_mutex when
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// InvokeDevicesChangedCallbacks() is called concurrently by two different threads.
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// -Avoid devices being destroyed while others of the same type are being created.
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// This wasn't thread safe in multiple device sources.
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std::lock_guard lk_population(m_devices_population_mutex);
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#if defined(CIFACE_USE_WIN32) && !defined(CIFACE_USE_XLIB) && !defined(CIFACE_USE_OSX)
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// If only the window changed, avoid removing and re-adding all devices.
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// Instead only refresh devices that require the window handle.
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if (reason == RefreshReason::WindowChangeOnly)
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{
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m_populating_devices_counter.fetch_add(1);
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{
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std::lock_guard lk(m_devices_mutex);
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// No need to do anything else in this case.
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// Only (Win32) DInput needs the window handle to be updated.
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ciface::Win32::ChangeWindow(m_wsi.render_window);
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}
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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return;
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}
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#endif
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m_populating_devices_counter.fetch_add(1);
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// We lock m_devices_mutex here to make everything simpler.
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// Multiple devices classes have their own "hotplug" thread, and can add/remove devices at any
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// time, while actual writes to "m_devices" are safe, the order in which they happen is not. That
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// means a thread could be adding devices while we are removing them, or removing them as we are
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// populating them (causing missing or duplicate devices).
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m_devices_mutex.lock();
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// Make sure shared_ptr<Device> objects are released before repopulating.
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ClearDevices();
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// Some of these calls won't immediately populate devices, but will do it async
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// with their own PlatformPopulateDevices().
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// This means that devices might end up in different order, unless we override their priority.
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// It also means they might appear as "disconnected" in the Qt UI for a tiny bit of time.
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#ifdef CIFACE_USE_WIN32
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ciface::Win32::PopulateDevices(m_wsi.render_window);
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#endif
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#ifdef CIFACE_USE_XLIB
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if (m_wsi.type == WindowSystemType::X11)
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ciface::XInput2::PopulateDevices(m_wsi.render_window);
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#endif
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#ifdef CIFACE_USE_OSX
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if (m_wsi.type == WindowSystemType::MacOS)
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{
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{
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std::lock_guard lk_pre_population(m_pre_population_mutex);
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ciface::OSX::Init();
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}
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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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#ifdef CIFACE_USE_EVDEV
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ciface::evdev::PopulateDevices();
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#endif
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#ifdef CIFACE_USE_PIPES
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ciface::Pipes::PopulateDevices();
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#endif
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#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
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ciface::DualShockUDPClient::PopulateDevices();
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#endif
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WiimoteReal::PopulateDevices();
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m_devices_mutex.unlock();
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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}
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void ControllerInterface::PlatformPopulateDevices(std::function<void()> callback)
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{
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if (!m_is_init)
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return;
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std::lock_guard lk_population(m_devices_population_mutex);
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m_populating_devices_counter.fetch_add(1);
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{
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std::lock_guard lk(m_devices_mutex);
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callback();
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}
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if (m_populating_devices_counter.fetch_sub(1) == 1)
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InvokeDevicesChangedCallbacks();
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}
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// Remove all devices and call library cleanup functions
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void ControllerInterface::Shutdown()
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{
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if (!m_is_init)
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return;
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// Prevent additional devices from being added during shutdown.
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m_is_init = false;
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// Additional safety measure to avoid InvokeDevicesChangedCallbacks()
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m_populating_devices_counter = 1;
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// Update control references so shared_ptr<Device>s are freed up BEFORE we shutdown the backends.
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ClearDevices();
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#ifdef CIFACE_USE_WIN32
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ciface::Win32::DeInit();
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#endif
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#ifdef CIFACE_USE_XLIB
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// nothing needed
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#endif
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#ifdef CIFACE_USE_OSX
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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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#ifdef CIFACE_USE_EVDEV
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ciface::evdev::Shutdown();
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#endif
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#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
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ciface::DualShockUDPClient::DeInit();
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#endif
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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_mutex nor m_devices_population_mutex for the whole Shutdown()
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// as they could cause deadlocks. Note that this is still not 100% safe as some backends are
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// shut down in other places, possibly adding devices after we have shut down, but the chances of
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// that happening are basically zero.
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ClearDevices();
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}
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void ControllerInterface::ClearDevices()
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{
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std::lock_guard lk_population(m_devices_population_mutex);
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{
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std::lock_guard lk(m_devices_mutex);
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if (m_devices.empty())
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return;
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for (const auto& d : m_devices)
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{
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// Set outputs to ZERO before destroying device
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for (ciface::Core::Device::Output* o : d->Outputs())
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o->SetState(0);
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}
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// Devices will still be alive after this: there are shared ptrs around the code holding them,
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// but InvokeDevicesChangedCallbacks() will clean all of them.
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m_devices.clear();
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}
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InvokeDevicesChangedCallbacks();
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}
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bool ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
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{
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// If we are shutdown (or in process of shutting down) ignore this request:
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if (!m_is_init)
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return false;
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std::lock_guard lk_population(m_devices_population_mutex);
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{
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std::lock_guard lk(m_devices_mutex);
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const auto is_id_in_use = [&device, this](int id) {
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return std::any_of(m_devices.begin(), m_devices.end(), [&device, &id](const auto& d) {
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return d->GetSource() == device->GetSource() && d->GetName() == device->GetName() &&
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d->GetId() == id;
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});
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};
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const auto preferred_id = device->GetPreferredId();
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if (preferred_id.has_value() && !is_id_in_use(*preferred_id))
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{
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// Use the device's preferred ID if available.
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device->SetId(*preferred_id);
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}
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else
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{
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// Find the first available ID to use.
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int id = 0;
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while (is_id_in_use(id))
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++id;
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device->SetId(id);
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}
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NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Added device: {}", device->GetQualifiedName());
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m_devices.emplace_back(std::move(device));
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// We can't (and don't want) to control the order in which devices are added, but we
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// need their order to be consistent, and we need the same one to always be the first, where
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// present (the keyboard and mouse device usually). This is because when defaulting a
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// controller profile, it will automatically select the first device in the list as its default.
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std::stable_sort(m_devices.begin(), m_devices.end(),
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[](const std::shared_ptr<ciface::Core::Device>& a,
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const std::shared_ptr<ciface::Core::Device>& b) {
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// It would be nice to sort devices by Source then Name then ID but it's
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// better to leave them sorted by the add order, which also avoids breaking
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// the order on other platforms that are less tested.
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return a->GetSortPriority() > b->GetSortPriority();
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});
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}
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if (!m_populating_devices_counter)
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InvokeDevicesChangedCallbacks();
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return true;
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}
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void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback,
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bool force_devices_release)
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{
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// If we are shutdown (or in process of shutting down) ignore this request:
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if (!m_is_init)
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return;
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std::lock_guard lk_population(m_devices_population_mutex);
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bool any_removed;
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{
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std::lock_guard lk(m_devices_mutex);
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auto it = std::remove_if(m_devices.begin(), m_devices.end(), [&callback](const auto& dev) {
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if (callback(dev.get()))
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{
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NOTICE_LOG_FMT(CONTROLLERINTERFACE, "Removed device: {}", dev->GetQualifiedName());
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return true;
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}
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return false;
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});
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const size_t prev_size = m_devices.size();
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m_devices.erase(it, m_devices.end());
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any_removed = m_devices.size() != prev_size;
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}
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if (any_removed && (!m_populating_devices_counter || force_devices_release))
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InvokeDevicesChangedCallbacks();
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}
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// Update input for all devices if lock can be acquired without waiting.
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void ControllerInterface::UpdateInput()
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{
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// This should never happen
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ASSERT(m_is_init);
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if (!m_is_init)
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return;
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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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std::lock_guard lk(m_devices_mutex, std::adopt_lock);
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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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// them, but in practice a few devices types could break in different ways, so we don't
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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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tls_input_channel = input_channel;
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}
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ciface::InputChannel ControllerInterface::GetCurrentInputChannel()
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{
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return tls_input_channel;
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}
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void ControllerInterface::SetAspectRatioAdjustment(float value)
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{
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m_aspect_ratio_adjustment = value;
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}
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Common::Vec2 ControllerInterface::GetWindowInputScale() const
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{
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const auto ar = m_aspect_ratio_adjustment.load();
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if (ar > 1)
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return {1.f, ar};
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else
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return {1 / ar, 1.f};
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}
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// Register a callback to be called when a device is added or removed (as from the input backends'
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// hotplug thread), or when devices are refreshed
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// Returns a handle for later removing the callback.
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ControllerInterface::HotplugCallbackHandle
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ControllerInterface::RegisterDevicesChangedCallback(std::function<void()> callback)
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{
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std::lock_guard lk(m_callbacks_mutex);
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m_devices_changed_callbacks.emplace_back(std::move(callback));
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return std::prev(m_devices_changed_callbacks.end());
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}
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// Unregister a device callback.
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void ControllerInterface::UnregisterDevicesChangedCallback(const HotplugCallbackHandle& handle)
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{
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std::lock_guard lk(m_callbacks_mutex);
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m_devices_changed_callbacks.erase(handle);
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}
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// Invoke all callbacks that were registered
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void ControllerInterface::InvokeDevicesChangedCallbacks() const
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{
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m_callbacks_mutex.lock();
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const auto devices_changed_callbacks = m_devices_changed_callbacks;
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m_callbacks_mutex.unlock();
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for (const auto& callback : devices_changed_callbacks)
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callback();
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}
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