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-rw-r--r--Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.cpp5
-rw-r--r--Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.h4
2 files changed, 9 insertions, 0 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.cpp b/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.cpp
index ebe2e84286..bc1820b8ad 100644
--- a/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.cpp
+++ b/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.cpp
@@ -91,6 +91,11 @@ KeyboardMouse::~KeyboardMouse()
{
s_keyboard_mouse_exists = false;
+ // Independently of the order in which we do these, if we put a breakpoint on Unacquire() (or in
+ // any place in the call stack before this), when refreshing devices from the UI, on the second
+ // attempt, it will get stuck in an infinite (while) loop inside dinput8.dll. Given that it can't
+ // be otherwise be reproduced (not even with sleeps), we can just ignore the problem.
+
// kb
m_kb_device->Unacquire();
m_kb_device->Release();
diff --git a/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.h b/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.h
index ceda59d02c..3bd073a6f1 100644
--- a/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.h
+++ b/Source/Core/InputCommon/ControllerInterface/DInput/DInputKeyboardMouse.h
@@ -34,6 +34,7 @@ private:
RelativeMouseState relative_mouse;
};
+ // Keyboard key
class Key : public Input
{
public:
@@ -46,6 +47,7 @@ private:
const u8 m_index;
};
+ // Mouse button
class Button : public Input
{
public:
@@ -58,6 +60,7 @@ private:
const u8 m_index;
};
+ // Mouse movement offset axis. Includes mouse wheel
class Axis : public Input
{
public:
@@ -72,6 +75,7 @@ private:
const u8 m_index;
};
+ // Mouse from window center
class Cursor : public Input
{
public: