* Joystick hotplug support (#4141) * use SDL_PollEvent instead of SDL_JoystickUpdate Register hot plugged controller by GUID if they were configured in a previous session * Move SDL_PollEvent into its own thread * Don't store SDLJoystick pointer in Input Device; Get pointer on each GetStatus call * Fix that joystick_list gets cleared after SDL_Quit * Add VirtualJoystick for InputDevices thats never nullptr * fixup! Add VirtualJoystick for InputDevices thats never nullptr * fixup! fixup! Add VirtualJoystick for InputDevices thats never nullptr * Remove SDL_GameController, make SDL_Joystick* unique_ptr * fixup! Remove SDL_GameController, make SDL_Joystick* unique_ptr * Adressed feedback; fixed handling of same guid reconnects * fixup! Adressed feedback; fixed handling of same guid reconnects * merge the two joystick_lists into one * make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! make SDLJoystick a member of VirtualJoystick * fixup! fixup! make SDLJoystick a member of VirtualJoystick * SDLJoystick: Addressed review comments * Address one missed review comment
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7 changed files with 340 additions and 102 deletions
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// Refer to the license.txt file included.
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#include <memory>
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#include <thread>
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#include "common/param_package.h"
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#include "input_common/analog_from_button.h"
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#include "input_common/keyboard.h"
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static std::shared_ptr<Keyboard> keyboard;
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static std::shared_ptr<MotionEmu> motion_emu;
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#ifdef HAVE_SDL2
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static std::thread poll_thread;
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#endif
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void Init() {
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keyboard = std::make_shared<Keyboard>();
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Input::RegisterFactory<Input::ButtonDevice>("keyboard", keyboard);
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#endif
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}
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void StartJoystickEventHandler() {
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#ifdef HAVE_SDL2
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poll_thread = std::thread(SDL::PollLoop);
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#endif
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}
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void Shutdown() {
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Input::UnregisterFactory<Input::ButtonDevice>("keyboard");
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keyboard.reset();
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@ -39,6 +50,7 @@ void Shutdown() {
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#ifdef HAVE_SDL2
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SDL::Shutdown();
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poll_thread.join();
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#endif
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}
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