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<title>dolphin/Source/Core/InputCommon/ControllerInterface/CoreDevice.h, branch 2412</title>
<subtitle>GameCube and Wii emulator</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/'/>
<entry>
<title>InputCommon: Move FullAnalogSurface class definition out of header file.</title>
<updated>2024-11-03T21:06:50+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-11-02T22:14:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=346a9e0f97d4e17abb237a638896ef43db30488f'/>
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<pre>
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</entry>
<entry>
<title>InputCommon: Rename AddAnalogInputs to AddFullAnalogSurfaceInputs.</title>
<updated>2024-11-03T21:06:50+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-11-02T22:10:45+00:00</published>
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<id>2f1390e9f9706a3c5c0bc46df17006ddf98d4cec</id>
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</entry>
<entry>
<title>C++20: Synthesize `operator!=` From `operator==`</title>
<updated>2024-10-11T03:23:55+00:00</updated>
<author>
<name>mitaclaw</name>
<email>140017135+mitaclaw@users.noreply.github.com</email>
</author>
<published>2024-10-09T00:16:57+00:00</published>
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The inequality operator is automatically generated by the compiler if `operator==` is defined.
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<pre>
The inequality operator is automatically generated by the compiler if `operator==` is defined.
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</entry>
<entry>
<title>ControllerInterface: Adjust sort priorities to ensure default keyboard-mouse device is first.</title>
<updated>2024-06-15T17:41:25+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-06-12T00:13:54+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=42e73547eb9135ca9a93399e7300f49a5a0620f1'/>
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</entry>
<entry>
<title>ControllerInterface: Add IsHidden function to Control interface.</title>
<updated>2024-03-15T04:43:58+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2024-03-15T03:09:41+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=ee43c9508c07fe58a6aa28f05a6509cd61249dd5'/>
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</entry>
<entry>
<title>ControllerInterface: Make FullAnalogSurface inherit IsDetectable()</title>
<updated>2024-01-10T11:20:07+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2023-10-28T14:32:01+00:00</published>
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<entry>
<title>Input: Improve Controller Interface devices threading</title>
<updated>2023-12-18T19:45:22+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2023-05-24T19:58:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=e456bef163c1b667ff5a045a4bda66b30326ae90'/>
<id>e456bef163c1b667ff5a045a4bda66b30326ae90</id>
<content type='text'>
This specific issue was already addressed by https://github.com/dolphin-emu/dolphin/pull/11635
though I felt like there was something more we could do, and wasn't too happy with the
likelihood of devices update calls being skipped (due to `m_devices_population_mutex` being locked).
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This specific issue was already addressed by https://github.com/dolphin-emu/dolphin/pull/11635
though I felt like there was something more we could do, and wasn't too happy with the
likelihood of devices update calls being skipped (due to `m_devices_population_mutex` being locked).
</pre>
</div>
</content>
</entry>
<entry>
<title>ControllerInterface/Android: Implement sensor input for InputDevices</title>
<updated>2023-03-03T21:28:23+00:00</updated>
<author>
<name>JosJuice</name>
<email>josjuice@gmail.com</email>
</author>
<published>2022-09-16T21:02:30+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=36acb17700554f0789d8650b7fba77ac8a7796b6'/>
<id>36acb17700554f0789d8650b7fba77ac8a7796b6</id>
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This functionality was added in Android 12 to let apps get motion data
for gamepads.
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<pre>
This functionality was added in Android 12 to let apps get motion data
for gamepads.
</pre>
</div>
</content>
</entry>
<entry>
<title>InputCommon: Fix deadlock in EmulatedController::UpdateReferences().</title>
<updated>2022-09-07T20:37:24+00:00</updated>
<author>
<name>Admiral H. Curtiss</name>
<email>pikachu025@gmail.com</email>
</author>
<published>2022-09-07T20:37:14+00:00</published>
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<id>b8ca1b2907230f2e1285bfdb9c5e3b373d49cf56</id>
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<pre>
</pre>
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</entry>
<entry>
<title>InputCommon: fix default input config default device not being loaded/found</title>
<updated>2021-12-05T21:35:47+00:00</updated>
<author>
<name>Filoppi</name>
<email>filippotarpini@hotmail.it</email>
</author>
<published>2021-11-27T12:31:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/dolphin/commit/?id=125971d9f2cbfff81985610a750364a54c3d452d'/>
<id>125971d9f2cbfff81985610a750364a54c3d452d</id>
<content type='text'>
Fixes bug: https://bugs.dolphin-emu.org/issues/12744

Before https://github.com/dolphin-emu/dolphin/commit/e1e3db13baabefa89991388d37db0bb260c4f535
the ControllerInterface m_devices_mutex was "wrongfully" locked for the whole Initialize() call, which included the first device population refresh,
this has the unwanted (accidental) consequence of often preventing the different pads (GC Pad, Wii Contollers, ...) input configs from loading
until that mutex was released (the input config defaults loading was blocked in EmulatedController::LoadDefaults()), which meant that the devices
population would often have the time to finish adding its first device, which would then be selected as default device (by design, the first device
added to the CI is the default default device, usually the "Keyboard and Mouse" device).

After the commit mentioned above removed the unnecessary m_devices_mutex calls, the default default device would fail to load (be found)
causing the default input mappings, which are specifically written for the default default device on every platform, to not be bound to any
physical device input, breaking input on new dolphin installations (until a user tried to customize the default device manually).

Default devices are now always added synchronously to avoid the problem, and so they should in the future (I added comments and warnings to help with that)
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Fixes bug: https://bugs.dolphin-emu.org/issues/12744

Before https://github.com/dolphin-emu/dolphin/commit/e1e3db13baabefa89991388d37db0bb260c4f535
the ControllerInterface m_devices_mutex was "wrongfully" locked for the whole Initialize() call, which included the first device population refresh,
this has the unwanted (accidental) consequence of often preventing the different pads (GC Pad, Wii Contollers, ...) input configs from loading
until that mutex was released (the input config defaults loading was blocked in EmulatedController::LoadDefaults()), which meant that the devices
population would often have the time to finish adding its first device, which would then be selected as default device (by design, the first device
added to the CI is the default default device, usually the "Keyboard and Mouse" device).

After the commit mentioned above removed the unnecessary m_devices_mutex calls, the default default device would fail to load (be found)
causing the default input mappings, which are specifically written for the default default device on every platform, to not be bound to any
physical device input, breaking input on new dolphin installations (until a user tried to customize the default device manually).

Default devices are now always added synchronously to avoid the problem, and so they should in the future (I added comments and warnings to help with that)
</pre>
</div>
</content>
</entry>
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