Remove custom platform implementation of `PathExists` and replace uses with `std::filesystem::exists`.
427 lines
14 KiB
C++
427 lines
14 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2020 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/hid/sdl/sdl_input_driver.h"
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#if XE_PLATFORM_WIN32
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#include "xenia/base/platform_win.h"
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#endif // XE_PLATFORM_WIN32
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#include "xenia/base/cvar.h"
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#include "xenia/base/logging.h"
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#include "xenia/ui/window.h"
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// TODO(joellinn) make this path relative to the config folder.
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DEFINE_path(mappings_file, "gamecontrollerdb.txt",
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"Filename of a database with custom game controller mappings.",
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"SDL");
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namespace xe {
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namespace hid {
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namespace sdl {
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SDLInputDriver::SDLInputDriver(xe::ui::Window* window)
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: InputDriver(window),
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sdl_events_initialized_(false),
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sdl_gamecontroller_initialized_(false),
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sdl_events_unflushed_(0),
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sdl_pumpevents_queued_(false),
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controllers_(),
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controllers_mutex_() {}
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SDLInputDriver::~SDLInputDriver() {
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for (size_t i = 0; i < controllers_.size(); i++) {
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if (controllers_.at(i).sdl) {
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SDL_GameControllerClose(controllers_.at(i).sdl);
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controllers_.at(i) = {};
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}
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}
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if (sdl_events_initialized_) {
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SDL_QuitSubSystem(SDL_INIT_EVENTS);
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sdl_events_initialized_ = false;
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}
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if (sdl_gamecontroller_initialized_) {
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SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
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sdl_gamecontroller_initialized_ = false;
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}
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}
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X_STATUS SDLInputDriver::Setup() {
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XELOG_SDL_INIT()
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if (!TestSDLVersion()) {
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return X_STATUS_UNSUCCESSFUL;
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}
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// SDL_PumpEvents should only be run in the thread that initialized SDL - we
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// are hijacking the window loop thread for that.
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window_->loop()->PostSynchronous([&]() {
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// Initialize the event system early, so we catch device events for already
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// connected controllers.
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if (SDL_InitSubSystem(SDL_INIT_EVENTS) < 0) {
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return;
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}
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sdl_events_initialized_ = true;
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SDL_EventFilter event_filter{[](void* userdata, SDL_Event* event) -> int {
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if (!userdata) {
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assert_always();
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return 0;
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}
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// Event queue should never be (this) full
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assert(SDL_PeepEvents(nullptr, 0, SDL_PEEKEVENT, SDL_FIRSTEVENT,
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SDL_LASTEVENT) < 0xFFFF);
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const auto type = event->type;
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if (type < SDL_JOYAXISMOTION || type > SDL_CONTROLLERDEVICEREMAPPED) {
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return 0;
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}
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// If another part of xenia uses another SDL subsystem that generates
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// events, this may seem like a bad idea. They will however not subscribe
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// to controller events so we get away with that.
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const auto driver = static_cast<SDLInputDriver*>(userdata);
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// The queue could grow up to 3.5MB since it is never polled.
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if (++driver->sdl_events_unflushed_ > 64) {
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SDL_FlushEvents(SDL_JOYAXISMOTION, SDL_CONTROLLERDEVICEREMAPPED);
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driver->sdl_events_unflushed_ = 0;
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}
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switch (type) {
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case SDL_CONTROLLERDEVICEADDED:
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driver->OnControllerDeviceAdded(event);
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break;
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case SDL_CONTROLLERDEVICEREMOVED:
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driver->OnControllerDeviceRemoved(event);
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break;
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case SDL_CONTROLLERAXISMOTION:
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driver->OnControllerDeviceAxisMotion(event);
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break;
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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driver->OnControllerDeviceButtonChanged(event);
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break;
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default:
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break;
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}
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return 0;
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}};
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// With an event watch we will always get notified, even if the event queue
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// is full, which can happen if another subsystem does not clear its events.
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SDL_AddEventWatch(event_filter, this);
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) < 0) {
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return;
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}
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sdl_gamecontroller_initialized_ = true;
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if (!cvars::mappings_file.empty()) {
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if (!std::filesystem::exists(cvars::mappings_file)) {
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XELOGW("SDL GameControllerDB: file '{}' does not exist.",
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xe::path_to_utf8(cvars::mappings_file));
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} else {
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auto mappings_file = filesystem::OpenFile(cvars::mappings_file, "rb");
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if (!mappings_file) {
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XELOGE("SDL GameControllerDB: failed to open file '{}'.",
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xe::path_to_utf8(cvars::mappings_file));
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} else {
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auto mappings_result = SDL_GameControllerAddMappingsFromRW(
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SDL_RWFromFP(mappings_file, SDL_TRUE), 1);
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if (mappings_result < 0) {
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XELOGE("SDL GameControllerDB: error loading file '{}': {}.",
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xe::path_to_utf8(cvars::mappings_file), mappings_result);
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} else {
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XELOGI("SDL GameControllerDB: loaded {} mappings.",
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mappings_result);
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}
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}
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}
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}
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});
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return sdl_events_initialized_ && sdl_gamecontroller_initialized_;
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}
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X_RESULT SDLInputDriver::GetCapabilities(uint32_t user_index, uint32_t flags,
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X_INPUT_CAPABILITIES* out_caps) {
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assert(sdl_events_initialized_ && sdl_gamecontroller_initialized_);
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QueueControllerUpdate();
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std::unique_lock<std::mutex> guard(controllers_mutex_);
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auto controller = GetControllerState(user_index);
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if (!controller) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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out_caps->type = 0x01; // XINPUT_DEVTYPE_GAMEPAD
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out_caps->sub_type = 0x01; // XINPUT_DEVSUBTYPE_GAMEPAD
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out_caps->flags = 0;
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out_caps->gamepad.buttons = 0xF3FF;
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out_caps->gamepad.left_trigger = 0xFF;
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out_caps->gamepad.right_trigger = 0xFF;
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out_caps->gamepad.thumb_lx = static_cast<int16_t>(0xFFFFu);
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out_caps->gamepad.thumb_ly = static_cast<int16_t>(0xFFFFu);
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out_caps->gamepad.thumb_rx = static_cast<int16_t>(0xFFFFu);
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out_caps->gamepad.thumb_ry = static_cast<int16_t>(0xFFFFu);
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out_caps->vibration.left_motor_speed = 0xFFFFu;
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out_caps->vibration.right_motor_speed = 0xFFFFu;
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return X_ERROR_SUCCESS;
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}
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X_RESULT SDLInputDriver::GetState(uint32_t user_index,
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X_INPUT_STATE* out_state) {
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assert(sdl_events_initialized_ && sdl_gamecontroller_initialized_);
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QueueControllerUpdate();
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std::unique_lock<std::mutex> guard(controllers_mutex_);
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auto controller = GetControllerState(user_index);
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if (!controller) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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// Make sure packet_number is only incremented by 1, even if there have been
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// multiple updates between GetState calls.
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if (controller->state_changed) {
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controller->state.packet_number++;
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controller->state_changed = false;
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}
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*out_state = controller->state;
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return X_ERROR_SUCCESS;
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}
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X_RESULT SDLInputDriver::SetState(uint32_t user_index,
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X_INPUT_VIBRATION* vibration) {
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assert(sdl_events_initialized_ && sdl_gamecontroller_initialized_);
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QueueControllerUpdate();
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std::unique_lock<std::mutex> guard(controllers_mutex_);
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auto controller = GetControllerState(user_index);
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if (!controller) {
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return X_ERROR_DEVICE_NOT_CONNECTED;
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}
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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if (SDL_GameControllerRumble(controller->sdl, vibration->left_motor_speed,
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vibration->right_motor_speed, 0)) {
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return X_ERROR_FUNCTION_FAILED;
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} else {
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return X_ERROR_SUCCESS;
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}
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#else
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return X_ERROR_SUCCESS;
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#endif
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}
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X_RESULT SDLInputDriver::GetKeystroke(uint32_t user_index, uint32_t flags,
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X_INPUT_KEYSTROKE* out_keystroke) {
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// TODO(joellinn) translate keyboard events for chatpad emulation.
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return X_ERROR_EMPTY;
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}
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void SDLInputDriver::OnControllerDeviceAdded(SDL_Event* event) {
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assert(window_->loop()->is_on_loop_thread());
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std::unique_lock<std::mutex> guard(controllers_mutex_);
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// Open the controller.
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const auto controller = SDL_GameControllerOpen(event->cdevice.which);
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if (!controller) {
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assert_always();
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return;
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}
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int user_id = -1;
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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// Check if the controller has a player index LED.
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user_id = SDL_GameControllerGetPlayerIndex(controller);
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// Is that id already taken?
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if (user_id < 0 || user_id >= controllers_.size() ||
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controllers_.at(user_id).sdl) {
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user_id = -1;
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}
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#endif
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// No player index or already taken, just take the first free slot.
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if (user_id < 0) {
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for (size_t i = 0; i < controllers_.size(); i++) {
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if (!controllers_.at(i).sdl) {
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user_id = static_cast<int>(i);
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break;
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}
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}
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}
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if (user_id >= 0) {
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controllers_.at(user_id) = {controller, {}};
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// XInput seems to start with packet_number = 1 .
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controllers_.at(user_id).state_changed = true;
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} else {
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// No more controllers needed, close it.
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SDL_GameControllerClose(controller);
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}
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}
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void SDLInputDriver::OnControllerDeviceRemoved(SDL_Event* event) {
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assert(window_->loop()->is_on_loop_thread());
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std::unique_lock<std::mutex> guard(controllers_mutex_);
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// Find the disconnected gamecontroller and close it.
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bool found;
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size_t i;
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std::tie(found, i) = GetControllerIndexFromInstanceID(event->cdevice.which);
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assert(found);
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SDL_GameControllerClose(controllers_.at(i).sdl);
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controllers_.at(i) = {};
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}
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void SDLInputDriver::OnControllerDeviceAxisMotion(SDL_Event* event) {
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assert(window_->loop()->is_on_loop_thread());
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std::unique_lock<std::mutex> guard(controllers_mutex_);
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bool found;
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size_t i;
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std::tie(found, i) = GetControllerIndexFromInstanceID(event->caxis.which);
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assert(found);
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const auto pad = &controllers_.at(i).state.gamepad;
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switch (event->caxis.axis) {
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case SDL_CONTROLLER_AXIS_LEFTX:
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pad->thumb_lx = event->caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_LEFTY:
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pad->thumb_ly = ~event->caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTX:
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pad->thumb_rx = event->caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_RIGHTY:
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pad->thumb_ry = ~event->caxis.value;
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERLEFT:
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pad->left_trigger = static_cast<uint8_t>(event->caxis.value >> 7);
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break;
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case SDL_CONTROLLER_AXIS_TRIGGERRIGHT:
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pad->right_trigger = static_cast<uint8_t>(event->caxis.value >> 7);
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break;
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default:
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assert_always();
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break;
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}
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controllers_.at(i).state_changed = true;
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}
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void SDLInputDriver::OnControllerDeviceButtonChanged(SDL_Event* event) {
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assert(window_->loop()->is_on_loop_thread());
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std::unique_lock<std::mutex> guard(controllers_mutex_);
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// Define a lookup table to map between SDL and XInput button codes.
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// These need to be in the order of the SDL_GameControllerButton enum.
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static constexpr std::array<uint16_t, SDL_CONTROLLER_BUTTON_MAX>
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xbutton_lookup = {X_INPUT_GAMEPAD_A,
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X_INPUT_GAMEPAD_B,
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X_INPUT_GAMEPAD_X,
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X_INPUT_GAMEPAD_Y,
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X_INPUT_GAMEPAD_BACK,
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0 /* Guide button */,
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X_INPUT_GAMEPAD_START,
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X_INPUT_GAMEPAD_LEFT_THUMB,
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X_INPUT_GAMEPAD_RIGHT_THUMB,
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X_INPUT_GAMEPAD_LEFT_SHOULDER,
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X_INPUT_GAMEPAD_RIGHT_SHOULDER,
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X_INPUT_GAMEPAD_DPAD_UP,
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X_INPUT_GAMEPAD_DPAD_DOWN,
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X_INPUT_GAMEPAD_DPAD_LEFT,
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X_INPUT_GAMEPAD_DPAD_RIGHT};
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bool found;
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size_t i;
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std::tie(found, i) = GetControllerIndexFromInstanceID(event->cbutton.which);
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assert(found);
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const auto controller = &controllers_.at(i);
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uint16_t xbuttons = controller->state.gamepad.buttons;
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// Lookup the XInput button code.
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auto xbutton = xbutton_lookup.at(event->cbutton.button);
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// Pressed or released?
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if (event->cbutton.state == SDL_PRESSED) {
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xbuttons |= xbutton;
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} else {
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xbuttons &= ~xbutton;
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}
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controller->state.gamepad.buttons = xbuttons;
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controller->state_changed = true;
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}
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std::pair<bool, size_t> SDLInputDriver::GetControllerIndexFromInstanceID(
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SDL_JoystickID instance_id) {
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// Loop through our controllers and try to match the given ID.
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for (size_t i = 0; i < controllers_.size(); i++) {
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auto controller = controllers_.at(i).sdl;
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if (!controller) {
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continue;
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}
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auto joystick = SDL_GameControllerGetJoystick(controller);
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assert(joystick);
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auto joy_instance_id = SDL_JoystickInstanceID(joystick);
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assert(joy_instance_id >= 0);
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if (joy_instance_id == instance_id) {
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return {true, i};
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}
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}
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return {false, 0};
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}
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SDLInputDriver::ControllerState* SDLInputDriver::GetControllerState(
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uint32_t user_index) {
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if (user_index >= controllers_.size()) {
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return nullptr;
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}
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auto controller = &controllers_.at(user_index);
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if (!controller->sdl) {
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return nullptr;
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}
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return controller;
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}
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bool SDLInputDriver::TestSDLVersion() {
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#if SDL_VERSION_ATLEAST(2, 0, 9)
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// SDL 2.0.9 or newer is required for simple rumble support and player
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// index.
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const Uint8 min_patchlevel = 9;
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#else
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// SDL 2.0.4 or newer is required to read game controller mappings from
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// file.
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const Uint8 min_patchlevel = 4;
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#endif
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SDL_version ver = {};
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SDL_GetVersion(&ver);
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if ((ver.major < 2) ||
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(ver.major == 2 && ver.minor == 0 && ver.patch < min_patchlevel)) {
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return false;
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}
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return true;
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}
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void SDLInputDriver::QueueControllerUpdate() {
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// To minimize consecutive event pumps do not queue before previous pump is
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// finished.
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bool is_queued = false;
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sdl_pumpevents_queued_.compare_exchange_strong(is_queued, true);
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if (!is_queued) {
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window_->loop()->Post([this]() {
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SDL_PumpEvents();
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sdl_pumpevents_queued_ = false;
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});
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}
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}
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} // namespace sdl
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} // namespace hid
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} // namespace xe
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