1491 Commits
Author SHA1 Message Date
Admiral H. CurtissandGitHub bec5624287 Merge pull request #13177 from jordan-woyak/remove-nunchuk-hax
ControllerEmu: Remove nunchuk stick data hax.
2025-08-01 22:00:17 +02:00
JosJuiceandGitHub 62bc93473f Merge pull request #13781 from Dentomologist/controllerinterface_fix_windows_deadlock
ControllerInterface: Fix Windows deadlock
2025-07-30 21:49:23 +02:00
JosJuice 1c7df370d9 Revert "Android/GCAdapter: Don't join current thread"
This reverts commit 74ed5e5532.
It solves a problem that no longer exists.
2025-07-27 11:21:04 +02:00
JosJuice 185569778c Android: Detect GCAdapter disconnection using BroadcastReceiver
This lets us get rid of the Reset call in ProcessInputPayload, which was
causing us some threading headaches (see 74ed5e5532). Instead we handle
disconnection in the same way as the libusb implementation does.
2025-07-27 11:21:04 +02:00
JosJuice e2e33becc9 Android: Detect GCAdapter connection using BroadcastReceiver
We can register a BroadcastReceiver to have Android tell us when a GC
adapter gets connected instead of having a loop where we continuously
call SleepCurrentThread(1000) and poll the current status. When waiting
for a GC adapter to connect, this both reduces power usage and improves
responsiveness.

Note that I made openAdapter get the UsbDevice that's been stored by the
hotplug code instead of having openAdapter find the UsbDevice on its own
like before. This is only because I want to ensure that the UsbDevice
being tracked for disconnection is the same as the UsbDevice actually
being used, in case the user has multiple adapters connected.
2025-07-27 11:21:04 +02:00
JosJuice 7508842859 Android: Clean up naming in Java_GCAdapter and Java_WiimoteAdapter
This isn't how we name things in Java/Kotlin.
2025-07-27 11:13:44 +02:00
Jordan Woyak dcb289be8f InputCommon/ControllerEmu: Fix saving of Wii Remote "Attach MotionPlus" setting. 2025-07-24 18:44:42 -05:00
Jordan WoyakandGitHub c39c8277b7 Merge pull request #13674 from JosJuice/android-visualize-input
Android: Show input indicators in controller settings
2025-07-20 17:46:47 -05:00
Jordan WoyakandGitHub 633fd5df70 Merge pull request #13775 from jordan-woyak/sdl-gamepad-rename
InputCommon: Rename SDL input backend GameController to Gamepad.
2025-07-12 16:50:04 -05:00
Joshua Vandaƫle 06882bd2dc Fix various warnings 2025-07-12 12:47:30 +02:00
Dentomologist c613d3ca10 ControllerInterface: Fix Windows deadlock
Remove the redundant s_populate_mutex and only use
ControllerInterface::m_devices_population_mutex instead to prevent a
deadlock caused by locking them in opposite orders.

The device population functions in the win32 InputBackend previously
locked s_populate_mutex first before calling various functions that
locked m_devices_population_mutex. This normally worked but
ControllerInterface::RefreshDevices locks m_devices_population_mutex
first and then calls HandleWindowChange which then locked
s_populate_mutex, potentially causing the deadlock.

Fix this by using PlatformPopulateDevices to lock
m_devices_population_mutex before running the code that was previously
protected by s_populate_mutex. The functions in question lock
m_devices_population_mutex anyway, so this shouldn't meaningfully
increase contention on the lock.

Reproduction steps:

* Let Dolphin finish startup.
* In Win32.cpp::OnDevicesChanged set a breakpoint on the call to
  PlatformPopulateDevices. When the breakpoint is triggered the function
  will have locked s_populate_mutex, but since PlatformPopulateDevices
  won't have run yet m_devices_population_mutex will still be unlocked.
* Unplug a device from your computer.
* Wait for the breakpoint to trigger. (At this point you can plug the
  device back in).
* Freeze the ntdll.dll!TppWorkerThread() that triggered the breakpoint.
* Resume Dolphin and start a game.
* Core::EmuThread will call ControllerInterface::ChangeWindow which
  calls RefreshDevices. It locks m_devices_population_mutex, then calls
  InputBackend::HandleWindowChange, which tries to lock
  s_populate_mutex.
* Unfreeze ntdll.dll!TppWorkerThread().

At this point EmuThread and TppWorkerThread are deadlocked. The UI is
still responsive since the Host thread is unaffected, but trying to stop
the game or close Dolphin normally will fail since EmuThread is unable
to stop.
2025-06-28 14:00:27 -07:00
Jordan Woyak 609d91156a InputCommon: Rename SDL input backend GameController to Gamepad. 2025-06-25 00:23:48 -05:00
JMC47andGitHub 43aa7e9b96 Merge pull request #13694 from jordan-woyak/sdl3
Update to SDL3
2025-06-24 18:59:48 -04:00
Jordan Woyak 6a0963908d DolphinQt: Make Calibration autocomplete when data is "sensible" and stick is returned to neutral position. 2025-06-24 02:18:25 -05:00
Jordan Woyak 83beebaf8b DolphinQt/InputCommon: Move some calibration logic to InputCommon and make the "Calibrate" button also map inputs. 2025-06-14 16:29:25 -05:00
Jordan Woyak 0780458069 InputCommon: Make InputDetector::Start take a span instead of a vector. 2025-06-14 16:28:09 -05:00
Jordan Woyak 11c3f7ea8d InputCommon: Fix occasional misidentification of analog input detection. 2025-06-14 16:28:09 -05:00
Dr. Dystopia ca8f9b672b Source: Remove redundant lambda parameter lists 2025-06-14 10:19:31 +02:00
Jordan Woyak 4f3e527186 ControllerInterface/Xlib: Combine keycodes with the same name to fix non-working inputs. 2025-06-12 04:50:13 -05:00
JMC47andGitHub 42d5f2b705 Merge pull request #13702 from CostPerUnit/master
MappingWidget: Add Advanced Configuration Button to Point And Point Passthrough "Enable" boxes
2025-06-09 00:09:35 -04:00
Jordan WoyakandGitHub 65f3ba70f5 Merge pull request #13522 from tygyh/Enforce-overriding-destructor-style-Core&UnitTests
Core & UnitTests: Make overriding explicit and remove redundant virtual specifiers on overriding destructors
2025-06-07 17:55:14 -05:00
Jordan Woyak 6da3f5f26a InputCommon: Update to use SDL3 and bump the SDL submodule in Externals to release-3.2.16. 2025-06-07 16:27:54 -05:00
JosJuice 43b254aaad Android: Update advanced mapping dialog when devices change
Without this, there was a bug where if you turned the device's screen
off and on again while in the advanced mapping dialog, the input
indicators would stop updating. This is because turning the screen on
again causes devices to refresh, which causes all devices to be
recreated, leaving the AdvancedMappingControlViewHolders stuck
referencing controls belonging to devices that are no longer being
updated.
2025-06-07 10:20:21 +02:00
JosJuice 4214cb6eb8 Android: Make input state changes observable 2025-06-07 10:20:18 +02:00
CostPerUnitandJordan Woyak a5b4a0b9e4 InputCommon/DolphinQt: Add advanced settings button for "Point" and "Point (Passthrough)" "Enabled" checkboxes. 2025-05-29 19:39:10 -05:00