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<title>dolphin/Source/Core/InputCommon/ControllerInterface/evdev/evdev.h, branch 2512</title>
<subtitle>GameCube and Wii emulator</subtitle>
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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>
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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).
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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).
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</entry>
<entry>
<title>ControllerInterface: evdev InputBackend implementation.</title>
<updated>2022-11-02T02:59:08+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2022-10-22T22:10:38+00:00</published>
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<entry>
<title>treewide: convert GPLv2+ license info to SPDX tags</title>
<updated>2021-07-05T02:35:56+00:00</updated>
<author>
<name>Pierre Bourdon</name>
<email>delroth@gmail.com</email>
</author>
<published>2021-07-05T01:22:19+00:00</published>
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
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</entry>
<entry>
<title>ControllerInterface: Combine evdev devices with the same physical location in addition to unique ID</title>
<updated>2020-09-08T22:52:15+00:00</updated>
<author>
<name>Techjar</name>
<email>tecknojar@gmail.com</email>
</author>
<published>2020-06-01T20:59:45+00:00</published>
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<entry>
<title>ControllerInterface: Combine evdev devices with the same unique ID.</title>
<updated>2020-01-13T22:50:56+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2019-11-16T21:40:43+00:00</published>
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This works around Linux drivers for DS4 (Playstation 4) controllers splitting the device into three separate event nodes which makes configuration difficult.
To prevent collisions of input names in combined devices more descriptive names are now used when possible.
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This works around Linux drivers for DS4 (Playstation 4) controllers splitting the device into three separate event nodes which makes configuration difficult.
To prevent collisions of input names in combined devices more descriptive names are now used when possible.
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</entry>
<entry>
<title>InputCommon: Detect when evdev exposes acceleration/gyroscope data.</title>
<updated>2019-11-09T19:34:29+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2019-11-09T00:23:22+00:00</published>
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<entry>
<title>InputCommon: Use nested namespace specifiers where applicable</title>
<updated>2019-06-17T20:51:41+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2019-06-17T20:39:24+00:00</published>
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<entry>
<title>ControllerInterface: SDL: Replace unclear bool parameter with enum class.</title>
<updated>2019-03-17T13:53:53+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2019-01-17T16:13:32+00:00</published>
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</entry>
<entry>
<title>ControllerInterface: evdev: Replace unclear bool parameter with enum class.</title>
<updated>2019-01-17T18:10:50+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2019-01-17T15:54:07+00:00</published>
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<entry>
<title>ControllerInterface: evdev: Cleanup rumble effect processing so effects aren't removed and re-uploaded with every SetState() call. Split the "LeftRight" output into separate "Strong" and "Weak" outputs. Other minor cleanups.</title>
<updated>2019-01-17T18:10:50+00:00</updated>
<author>
<name>Jordan Woyak</name>
<email>jordan.woyak@gmail.com</email>
</author>
<published>2019-01-08T15:28:24+00:00</published>
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