Send gamepad and joystick removed events when quitting
This helps applications do proper cleanup when reinitializing gamepads, e.g. to reset controller mappingsmain
parent
0a4e6f6d29
commit
ccefce8321
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@ -178,6 +178,26 @@ static GamepadMapping_t *SDL_PrivateAddMappingForGUID(SDL_JoystickGUID jGUID, co
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static int SDL_SendGamepadAxis(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadAxis axis, Sint16 value);
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static int SDL_SendGamepadButton(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadButton button, Uint8 state);
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static void SDL_PrivateGamepadAdded(SDL_JoystickID instance_id)
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{
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SDL_Event event;
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event.type = SDL_EVENT_GAMEPAD_ADDED;
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event.common.timestamp = 0;
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event.gdevice.which = instance_id;
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SDL_PushEvent(&event);
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}
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static void SDL_PrivateGamepadRemoved(SDL_JoystickID instance_id)
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{
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SDL_Event event;
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event.type = SDL_EVENT_GAMEPAD_REMOVED;
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event.common.timestamp = 0;
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event.gdevice.which = instance_id;
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SDL_PushEvent(&event);
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}
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static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
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{
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if (a->outputType != b->outputType) {
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@ -374,12 +394,7 @@ static int SDLCALL SDL_GamepadEventWatcher(void *userdata, SDL_Event *event)
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case SDL_EVENT_JOYSTICK_ADDED:
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{
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if (SDL_IsGamepad(event->jdevice.which)) {
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SDL_Event deviceevent;
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deviceevent.type = SDL_EVENT_GAMEPAD_ADDED;
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deviceevent.common.timestamp = 0;
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deviceevent.gdevice.which = event->jdevice.which;
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SDL_PushEvent(&deviceevent);
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SDL_PrivateGamepadAdded(event->jdevice.which);
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}
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} break;
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case SDL_EVENT_JOYSTICK_REMOVED:
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@ -393,14 +408,8 @@ static int SDLCALL SDL_GamepadEventWatcher(void *userdata, SDL_Event *event)
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}
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}
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/* We don't know if this was a gamepad, so go ahead and send an event */
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{
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SDL_Event deviceevent;
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deviceevent.type = SDL_EVENT_GAMEPAD_REMOVED;
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deviceevent.common.timestamp = 0;
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deviceevent.gdevice.which = event->jdevice.which;
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SDL_PushEvent(&deviceevent);
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if (SDL_IsGamepad(event->jdevice.which)) {
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SDL_PrivateGamepadRemoved(event->jdevice.which);
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}
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} break;
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case SDL_EVENT_JOYSTICK_UPDATE_COMPLETE:
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@ -3135,10 +3144,15 @@ void SDL_CloseGamepad(SDL_Gamepad *gamepad)
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void SDL_QuitGamepads(void)
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{
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SDL_LockJoysticks();
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SDL_DelEventWatch(SDL_GamepadEventWatcher, NULL);
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while (SDL_gamepads) {
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SDL_PrivateGamepadRemoved(SDL_gamepads->joystick->instance_id);
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SDL_gamepads->ref_count = 1;
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SDL_CloseGamepad(SDL_gamepads);
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}
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SDL_UnlockJoysticks();
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}
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@ -3156,8 +3170,6 @@ void SDL_QuitGamepadMappings(void)
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SDL_free(pGamepadMap);
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}
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SDL_DelEventWatch(SDL_GamepadEventWatcher, NULL);
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SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES,
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SDL_GamepadIgnoreDevicesChanged, NULL);
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SDL_DelHintCallback(SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT,
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@ -1501,12 +1501,20 @@ void SDL_CloseJoystick(SDL_Joystick *joystick)
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void SDL_QuitJoysticks(void)
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{
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int i;
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SDL_JoystickID *joysticks;
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SDL_LockJoysticks();
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SDL_joysticks_quitting = SDL_TRUE;
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/* Stop the event polling */
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joysticks = SDL_GetJoysticks(NULL);
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if (joysticks) {
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for (i = 0; joysticks[i]; ++i) {
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SDL_PrivateJoystickRemoved(joysticks[i]);
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}
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SDL_free(joysticks);
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}
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while (SDL_joysticks) {
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SDL_joysticks->ref_count = 1;
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SDL_CloseJoystick(SDL_joysticks);
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