SDL2: Remove mac crash workaround for SDL 2.0.22

2.24 is here!
This commit is contained in:
TellowKrinkle 2022-08-19 16:26:40 -05:00 committed by tellowkrinkle
parent bc7037bb52
commit 241d7335e4
1 changed files with 1 additions and 20 deletions

View File

@ -22,9 +22,6 @@
#include "common/StringUtil.h"
#include "common/Console.h"
#include <cmath>
#ifdef __APPLE__
#include <dispatch/dispatch.h>
#endif
static const char* s_sdl_axis_names[] = {
"LeftX", // SDL_CONTROLLER_AXIS_LEFTX
@ -150,17 +147,7 @@ void SDLInputSource::SetHints()
bool SDLInputSource::InitializeSubsystem()
{
int result;
#ifdef __APPLE__
// On macOS, SDL_InitSubSystem runs a main-thread-only call to some GameController framework method
// So send this to be run on the main thread
dispatch_sync_f(dispatch_get_main_queue(), &result, [](void* ctx){
*static_cast<int*>(ctx) = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
});
#else
result = SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
#endif
if (result < 0)
if (SDL_InitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0)
{
Console.Error("SDL_InitSubSystem(SDL_INIT_JOYSTICK |SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) failed");
return false;
@ -178,13 +165,7 @@ void SDLInputSource::ShutdownSubsystem()
if (m_sdl_subsystem_initialized)
{
#ifdef __APPLE__
dispatch_sync_f(dispatch_get_main_queue(), nullptr, [](void*){
SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
});
#else
SDL_QuitSubSystem(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
#endif
m_sdl_subsystem_initialized = false;
}
}