forked from dolphin-emu/dolphin
		
	The SDL backend crashes when you close a joystick after SDL_Quit has been called. Some backends don't need to be shutdown and re-initialized everytime, we can just ask to enumerate devices again.
		
			
				
	
	
		
			369 lines
		
	
	
		
			9.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			369 lines
		
	
	
		
			9.1 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 <mutex>
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#include "Common/Thread.h"
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#include "InputCommon/ControllerInterface/ControllerInterface.h"
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#ifdef CIFACE_USE_XINPUT
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#include "InputCommon/ControllerInterface/XInput/XInput.h"
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#endif
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#ifdef CIFACE_USE_DINPUT
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#include "InputCommon/ControllerInterface/DInput/DInput.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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using namespace ciface::ExpressionParser;
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namespace
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{
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const ControlState INPUT_DETECT_THRESHOLD = 0.55;
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}
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ControllerInterface g_controller_interface;
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//
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// Init
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//
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// Detect devices and inputs outputs / will make refresh function later
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//
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void ControllerInterface::Initialize(void* const hwnd)
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{
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  if (m_is_init)
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    return;
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  m_hwnd = hwnd;
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#ifdef CIFACE_USE_DINPUT
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// nothing needed
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#endif
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#ifdef CIFACE_USE_XINPUT
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  ciface::XInput::Init();
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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::Init(hwnd);
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// nothing needed for 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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  m_is_init = true;
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  RefreshDevices();
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}
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void ControllerInterface::RefreshDevices()
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{
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  if (!m_is_init)
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    return;
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  {
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    std::lock_guard<std::mutex> lk(m_devices_mutex);
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    m_devices.clear();
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  }
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#ifdef CIFACE_USE_DINPUT
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  ciface::DInput::PopulateDevices(reinterpret_cast<HWND>(m_hwnd));
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#endif
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#ifdef CIFACE_USE_XINPUT
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  ciface::XInput::PopulateDevices();
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#endif
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#ifdef CIFACE_USE_XLIB
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  ciface::XInput2::PopulateDevices(m_hwnd);
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#endif
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#ifdef CIFACE_USE_OSX
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  ciface::OSX::PopulateDevices(m_hwnd);
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  ciface::Quartz::PopulateDevices(m_hwnd);
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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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}
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//
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// DeInit
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//
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// Remove all devices/ call library cleanup functions
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//
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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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  {
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    std::lock_guard<std::mutex> lk(m_devices_mutex);
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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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    m_devices.clear();
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  }
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#ifdef CIFACE_USE_XINPUT
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  ciface::XInput::DeInit();
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#endif
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#ifdef CIFACE_USE_DINPUT
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// nothing needed
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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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  // TODO: there seems to be some sort of memory leak with SDL, quit isn't freeing everything up
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  SDL_Quit();
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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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  m_is_init = false;
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}
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void ControllerInterface::AddDevice(std::shared_ptr<ciface::Core::Device> device)
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{
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  std::lock_guard<std::mutex> lk(m_devices_mutex);
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  // Try to find an ID for this device
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  int id = 0;
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  while (true)
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  {
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    const auto it = std::find_if(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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    if (it == m_devices.end())  // no device with the same name with this ID, so we can use it
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      break;
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    else
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      id++;
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  }
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  device->SetId(id);
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  m_devices.emplace_back(std::move(device));
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}
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void ControllerInterface::RemoveDevice(std::function<bool(const ciface::Core::Device*)> callback)
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{
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  std::lock_guard<std::mutex> lk(m_devices_mutex);
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  m_devices.erase(std::remove_if(m_devices.begin(), m_devices.end(),
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                                 [&callback](const auto& dev) { return callback(dev.get()); }),
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                  m_devices.end());
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}
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//
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// UpdateInput
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//
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// Update input for all devices
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//
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void ControllerInterface::UpdateInput()
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{
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  // Don't block the UI or CPU thread (to avoid a 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<std::mutex> lk(m_devices_mutex, std::adopt_lock);
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    for (const auto& d : m_devices)
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      d->UpdateInput();
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  }
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}
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//
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// RegisterHotplugCallback
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//
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// Register a callback to be called from the input backends' hotplug thread
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// when there is a new device
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//
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void ControllerInterface::RegisterHotplugCallback(std::function<void()> callback)
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{
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  m_hotplug_callbacks.emplace_back(std::move(callback));
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}
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//
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// InvokeHotplugCallbacks
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//
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// Invoke all callbacks that were registered
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//
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void ControllerInterface::InvokeHotplugCallbacks() const
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{
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  for (const auto& callback : m_hotplug_callbacks)
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    callback();
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}
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//
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// InputReference :: State
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//
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// Gets the state of an input reference
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// override function for ControlReference::State ...
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//
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ControlState ControllerInterface::InputReference::State(const ControlState ignore)
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{
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  if (parsed_expression)
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    return parsed_expression->GetValue() * range;
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  else
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    return 0.0;
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}
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//
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// OutputReference :: State
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//
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// Set the state of all binded outputs
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// overrides ControlReference::State .. combined them so I could make the GUI simple / inputs ==
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// same as outputs one list
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// I was lazy and it works so watever
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//
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ControlState ControllerInterface::OutputReference::State(const ControlState state)
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{
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  if (parsed_expression)
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    parsed_expression->SetValue(state);
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  return 0.0;
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}
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//
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// UpdateReference
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//
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// Updates a controlreference's binded devices/controls
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// need to call this to re-parse a control reference's expression after changing it
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//
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void ControllerInterface::UpdateReference(ControllerInterface::ControlReference* ref,
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                                          const ciface::Core::DeviceQualifier& default_device) const
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{
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  delete ref->parsed_expression;
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  ref->parsed_expression = nullptr;
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  ControlFinder finder(*this, default_device, ref->is_input);
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  ref->parse_error = ParseExpression(ref->expression, finder, &ref->parsed_expression);
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}
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//
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// InputReference :: Detect
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//
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// Wait for input on all binded devices
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// supports not detecting inputs that were held down at the time of Detect start,
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// which is useful for those crazy flightsticks that have certain buttons that are always held down
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// or some crazy axes or something
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// upon input, return pointer to detected Control
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// else return nullptr
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//
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ciface::Core::Device::Control*
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ControllerInterface::InputReference::Detect(const unsigned int ms,
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                                            ciface::Core::Device* const device)
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{
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  unsigned int time = 0;
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  std::vector<bool> states(device->Inputs().size());
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  if (device->Inputs().size() == 0)
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    return nullptr;
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  // get starting state of all inputs,
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  // so we can ignore those that were activated at time of Detect start
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  std::vector<ciface::Core::Device::Input *>::const_iterator i = device->Inputs().begin(),
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                                                             e = device->Inputs().end();
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  for (std::vector<bool>::iterator state = states.begin(); i != e; ++i)
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    *state++ = ((*i)->GetState() > (1 - INPUT_DETECT_THRESHOLD));
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  while (time < ms)
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  {
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    device->UpdateInput();
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    i = device->Inputs().begin();
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    for (std::vector<bool>::iterator state = states.begin(); i != e; ++i, ++state)
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    {
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      // detected an input
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      if ((*i)->IsDetectable() && (*i)->GetState() > INPUT_DETECT_THRESHOLD)
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      {
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        // input was released at some point during Detect call
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        // return the detected input
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        if (false == *state)
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          return *i;
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      }
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      else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
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      {
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        *state = false;
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      }
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    }
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    Common::SleepCurrentThread(10);
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    time += 10;
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  }
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  // no input was detected
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  return nullptr;
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}
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//
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// OutputReference :: Detect
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//
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// Totally different from the inputReference detect / I have them combined so it was simpler to make
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// the GUI.
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// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and
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// it was easy
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//
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// set all binded outputs to <range> power for x milliseconds return false
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//
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ciface::Core::Device::Control*
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ControllerInterface::OutputReference::Detect(const unsigned int ms,
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                                             ciface::Core::Device* const device)
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{
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  // ignore device
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  // don't hang if we don't even have any controls mapped
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  if (BoundCount() > 0)
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  {
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    State(1);
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    unsigned int slept = 0;
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    // this loop is to make stuff like flashing keyboard LEDs work
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    while (ms > (slept += 10))
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      Common::SleepCurrentThread(10);
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    State(0);
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  }
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  return nullptr;
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}
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