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https://github.com/thejerf/baijiSteamVR.git
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Add OpenXR support and related VR changes
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// Copyright 2010 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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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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#ifdef ENABLE_VR
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#include "InputCommon/ControllerInterface/OpenXR/OpenXR.h"
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#endif
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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/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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#ifdef CIFACE_USE_STEAMDECK
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#include "InputCommon/ControllerInterface/SteamDeck/SteamDeck.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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static thread_local bool tls_is_updating_devices = false;
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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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#ifdef CIFACE_USE_WIN32
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m_input_backends.emplace_back(ciface::Win32::CreateInputBackend(this));
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#ifdef ENABLE_VR
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m_input_backends.emplace_back(ciface::OpenXR::CreateInputBackend(this));
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#endif
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#endif
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#ifdef CIFACE_USE_XLIB
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m_input_backends.emplace_back(ciface::XInput2::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_OSX
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m_input_backends.emplace_back(ciface::Quartz::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_SDL
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m_input_backends.emplace_back(ciface::SDL::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_ANDROID
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m_input_backends.emplace_back(ciface::Android::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_EVDEV
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m_input_backends.emplace_back(ciface::evdev::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_PIPES
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m_input_backends.emplace_back(ciface::Pipes::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_DUALSHOCKUDPCLIENT
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m_input_backends.emplace_back(ciface::DualShockUDPClient::CreateInputBackend(this));
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#endif
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#ifdef CIFACE_USE_STEAMDECK
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m_input_backends.emplace_back(ciface::SteamDeck::CreateInputBackend(this));
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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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// Devices writes are already protected by m_devices_population_mutex but this won't hurt
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m_devices_mutex.lock();
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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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// We lock m_devices_population_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 from a different thread,
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// or removing them as we are populating them (causing missing or duplicate devices).
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std::lock_guard lk_population(m_devices_population_mutex);
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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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for (auto& backend : m_input_backends)
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backend->HandleWindowChange();
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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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m_populating_devices_counter.fetch_add(1);
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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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// This helps the emulation and host thread to not stall when repopulating devices for any reason.
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// Every platform that adds a device that is meant to be used as default device should try to not
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// do it async, to not risk the emulated controllers default config loading not finding a default
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// device.
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for (auto& backend : m_input_backends)
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backend->PopulateDevices();
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WiimoteReal::PopulateDevices();
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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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callback();
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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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// Empty the container of input backends to deconstruct and deinitialize them.
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m_input_backends.clear();
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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_population_mutex for the whole Shutdown()
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// as it 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 could still be alive after this as there might be shared ptrs around holding them.
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// The InvokeDevicesChangedCallbacks() underneath should always clean all of them (it needs to).
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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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ASSERT_MSG(CONTROLLERINTERFACE, !tls_is_updating_devices,
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"Devices shouldn't be added within input update calls, there is a risk of deadlock "
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"if another thread was already here");
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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::ranges::any_of(m_devices, [&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 need
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// their order to be consistent, and we need the same one to always be the first, where present
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// (the keyboard and mouse device usually). This is because when defaulting a controller
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// profile, it will automatically select the first device in the list as its default. It would
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// be nice to sort devices by Source then Name then ID, but it's better to leave them sorted by
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// the add order. This also avoids breaking the order on other platforms that are less tested.
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std::ranges::stable_sort(m_devices, std::ranges::greater{},
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&ciface::Core::Device::GetSortPriority);
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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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ASSERT_MSG(CONTROLLERINTERFACE, !tls_is_updating_devices,
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"Devices shouldn't be removed within input update calls, there is a risk of deadlock "
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"if another thread was already here");
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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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const size_t erased = std::erase_if(m_devices, [&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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any_removed = erased != 0;
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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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// We add the devices to remove while we still have the "m_devices_mutex" locked.
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// This guarantees that:
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// -We won't try to lock "m_devices_population_mutex" while it was already locked and waiting
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// for "m_devices_mutex", which would result in dead lock.
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// -We don't keep shared ptrs on devices and thus unwillingly keep them alive even if somebody
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// is currently trying to remove them (and needs them destroyed on the spot).
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// -If somebody else destroyed them in the meantime, we'll know which ones have been destroyed.
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std::vector<std::weak_ptr<ciface::Core::Device>> devices_to_remove;
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{
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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 (this avoids short but noticeable frame
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// drops)
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if (!m_devices_mutex.try_lock())
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return;
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std::lock_guard lk_devices(m_devices_mutex, std::adopt_lock);
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tls_is_updating_devices = true;
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for (auto& backend : m_input_backends)
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backend->UpdateInput(devices_to_remove);
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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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if (d->UpdateInput() == ciface::Core::DeviceRemoval::Remove)
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devices_to_remove.push_back(d);
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}
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tls_is_updating_devices = false;
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}
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if (devices_to_remove.size() > 0)
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{
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RemoveDevice([&](const ciface::Core::Device* device) {
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return std::ranges::any_of(devices_to_remove,
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[device](const auto& d) { return d.lock().get() == device; });
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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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WindowSystemInfo ControllerInterface::GetWindowSystemInfo() const
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{
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return m_wsi;
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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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void ControllerInterface::SetMouseCenteringRequested(bool center)
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{
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m_requested_mouse_centering = center;
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}
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bool ControllerInterface::IsMouseCenteringRequested() const
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{
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return m_requested_mouse_centering.load();
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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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Common::EventHook
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ControllerInterface::RegisterDevicesChangedCallback(Common::HookableEvent<>::CallbackType callback)
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{
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return m_devices_changed_event.Register(std::move(callback));
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}
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// Invoke all callbacks that were registered
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void ControllerInterface::InvokeDevicesChangedCallbacks()
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{
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m_devices_changed_event.Trigger();
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}
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