WinRT: moved ill-performing XInput device-detection calls to a separate thread
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462
diff --git a/src/joystick/winrt/SDL_xinputjoystick.c b/src/joystick/winrt/SDL_xinputjoystick.c
index 6b3e59f..7c2853f 100644
--- a/src/joystick/winrt/SDL_xinputjoystick.c
+++ b/src/joystick/winrt/SDL_xinputjoystick.c
@@ -38,16 +38,18 @@
#include "../SDL_joystick_c.h"
#include "SDL_events.h"
#include "../../events/SDL_events_c.h"
+#include "SDL_timer.h"
#include <Windows.h>
#include <Xinput.h>
struct joystick_hwdata {
- //Uint8 bXInputHaptic; // Supports force feedback via XInput.
- DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
- XINPUT_STATE XInputState; // the last-read in XInputState, kept around to compare old and new values
- SDL_bool isDeviceConnected; // was the device connected (on the last polling, or during backend-initialization)?
- SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated removal event pending?
+ //Uint8 bXInputHaptic; // Supports force feedback via XInput.
+ DWORD userIndex; // The XInput device index, in the range [0, XUSER_MAX_COUNT-1] (probably [0,3]).
+ XINPUT_STATE XInputState; // the last-read in XInputState, kept around to compare old and new values
+ SDL_bool isDeviceConnected; // was the device connected (on the last detection-polling, or during backend-initialization)?
+ SDL_bool isDeviceConnectionEventPending; // was a device added, and is the associated add-event pending?
+ SDL_bool isDeviceRemovalEventPending; // was the device removed, and is the associated remove-event pending?
};
/* Keep track of data on all XInput devices, regardless of whether or not
@@ -55,6 +57,79 @@ struct joystick_hwdata {
*/
static struct joystick_hwdata g_XInputData[XUSER_MAX_COUNT];
+/* Device detection can be extremely costly performance-wise, in some cases.
+ In particular, if no devices are connected, calls to detect a single device,
+ via either XInputGetState() or XInputGetCapabilities(), can take upwards of
+ 20 ms on a 1st generation Surface RT, more if devices are detected across
+ all of of XInput's four device slots. WinRT and XInput do not appear to
+ have callback-based APIs to notify an app when a device is connected, at
+ least as of Windows 8.1. The synchronous XInput calls must be used.
+
+ Once a device is connected, calling XInputGetState() is a much less costly
+ operation, with individual calls costing well under 1 ms, and often under
+ 0.1 ms [on a 1st gen Surface RT].
+
+ With XInput's performance limitations in mind, a separate device-detection
+ thread will be utilized (by SDL) to try to move costly XInput calls off the
+ main thread. Polling of active devices still, however, occurs on the main
+ thread.
+ */
+static SDL_Thread * g_DeviceDetectionThread = NULL;
+static SDL_mutex * g_DeviceInfoLock = NULL;
+static SDL_bool g_DeviceDetectionQuit = SDL_FALSE;
+
+/* Main function for the device-detection thread.
+ */
+static int
+DeviceDetectionThreadMain(void * _data)
+{
+ DWORD result;
+ XINPUT_CAPABILITIES tempXInputCaps;
+ int i;
+
+ while (1) {
+ /* See if the device-detection thread is being asked to shutdown.
+ */
+ SDL_LockMutex(g_DeviceInfoLock);
+ if (g_DeviceDetectionQuit) {
+ SDL_UnlockMutex(g_DeviceInfoLock);
+ break;
+ }
+ SDL_UnlockMutex(g_DeviceInfoLock);
+
+ /* Add a short delay to prevent the device-detection thread from eating
+ up too much CPU time:
+ */
+ SDL_Delay(300);
+
+ /* TODO, WinRT: try making the device-detection thread wakeup sooner from its CPU-preserving SDL_Delay, if the thread was asked to quit.
+ */
+
+ /* See if any new devices are connected. */
+ for (i = 0; i < XUSER_MAX_COUNT; ++i) {
+ if (!g_XInputData[i].isDeviceConnected &&
+ !g_XInputData[i].isDeviceConnectionEventPending &&
+ !g_XInputData[i].isDeviceRemovalEventPending)
+ {
+ result = XInputGetCapabilities(i, 0, &tempXInputCaps);
+ if (result == ERROR_SUCCESS) {
+ /* Yes, a device is connected. Mark it as such.
+ Others will be told about this (via an
+ SDL_JOYDEVICEADDED event) in the next call to
+ SDL_SYS_JoystickDetect.
+ */
+ SDL_LockMutex(g_DeviceInfoLock);
+ g_XInputData[i].isDeviceConnected = SDL_TRUE;
+ g_XInputData[i].isDeviceConnectionEventPending = SDL_TRUE;
+ SDL_UnlockMutex(g_DeviceInfoLock);
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
/* Function to scan the system for joysticks.
* It should return 0, or -1 on an unrecoverable fatal error.
*/
@@ -76,6 +151,12 @@ SDL_SYS_JoystickInit(void)
}
}
+ /* Start up the device-detection thread.
+ */
+ g_DeviceDetectionQuit = SDL_FALSE;
+ g_DeviceInfoLock = SDL_CreateMutex();
+ g_DeviceDetectionThread = SDL_CreateThread(DeviceDetectionThreadMain, "SDL_joystick", NULL);
+
return (0);
}
@@ -87,11 +168,13 @@ int SDL_SYS_NumJoysticks()
/* Iterate through each possible XInput device and see if something
was connected (at joystick init, or during the last polling).
*/
+ SDL_LockMutex(g_DeviceInfoLock);
for (i = 0; i < XUSER_MAX_COUNT; ++i) {
if (g_XInputData[i].isDeviceConnected) {
++joystickCount;
}
}
+ SDL_UnlockMutex(g_DeviceInfoLock);
return joystickCount;
}
@@ -99,36 +182,28 @@ int SDL_SYS_NumJoysticks()
void SDL_SYS_JoystickDetect()
{
DWORD i;
- XINPUT_STATE tempXInputState;
- HRESULT result;
SDL_Event event;
/* Iterate through each possible XInput device, seeing if any devices
have been connected, or if they were removed.
*/
+ SDL_LockMutex(g_DeviceInfoLock);
for (i = 0; i < XUSER_MAX_COUNT; ++i) {
/* See if any new devices are connected. */
- if (!g_XInputData[i].isDeviceConnected && !g_XInputData[i].isDeviceRemovalEventPending) {
- result = XInputGetState(i, &tempXInputState);
- if (result == ERROR_SUCCESS) {
- /* Yup, a device is connected. Mark the device as connected,
- then tell others about it (via an SDL_JOYDEVICEADDED event.)
- */
- g_XInputData[i].isDeviceConnected = SDL_TRUE;
-
+ if (g_XInputData[i].isDeviceConnectionEventPending) {
#if !SDL_EVENTS_DISABLED
- SDL_zero(event);
- event.type = SDL_JOYDEVICEADDED;
-
- if (SDL_GetEventState(event.type) == SDL_ENABLE) {
- event.jdevice.which = i;
- if ((SDL_EventOK == NULL)
- || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
- SDL_PushEvent(&event);
- }
+ SDL_zero(event);
+ event.type = SDL_JOYDEVICEADDED;
+
+ if (SDL_GetEventState(event.type) == SDL_ENABLE) {
+ event.jdevice.which = i;
+ if ((SDL_EventOK == NULL)
+ || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
+ SDL_PushEvent(&event);
}
-#endif
}
+#endif
+ g_XInputData[i].isDeviceConnectionEventPending = SDL_FALSE;
} else if (g_XInputData[i].isDeviceRemovalEventPending) {
/* A device was previously marked as removed (by
SDL_SYS_JoystickUpdate). Tell others about the device removal.
@@ -137,19 +212,20 @@ void SDL_SYS_JoystickDetect()
g_XInputData[i].isDeviceRemovalEventPending = SDL_FALSE;
#if !SDL_EVENTS_DISABLED
- SDL_zero(event);
- event.type = SDL_JOYDEVICEREMOVED;
-
- if (SDL_GetEventState(event.type) == SDL_ENABLE) {
- event.jdevice.which = i; //joystick->hwdata->userIndex;
- if ((SDL_EventOK == NULL)
- || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
- SDL_PushEvent(&event);
- }
+ SDL_zero(event);
+ event.type = SDL_JOYDEVICEREMOVED;
+
+ if (SDL_GetEventState(event.type) == SDL_ENABLE) {
+ event.jdevice.which = i; //joystick->hwdata->userIndex;
+ if ((SDL_EventOK == NULL)
+ || (*SDL_EventOK) (SDL_EventOKParam, &event)) {
+ SDL_PushEvent(&event);
+ }
}
-#endif
+#endif
}
}
+ SDL_UnlockMutex(g_DeviceInfoLock);
}
SDL_bool SDL_SYS_JoystickNeedsPolling()
@@ -276,31 +352,35 @@ SDL_SYS_JoystickOpen(SDL_Joystick * joystick, int device_index)
device_index, (unsigned int)deviceCaps.Flags);
}
- /* Create the joystick data structure */
- joystick->instance_id = device_index;
- joystick->hwdata = &g_XInputData[device_index];
-
- // The XInput API has a hard coded button/axis mapping, so we just match it
- joystick->naxes = 6;
- joystick->nbuttons = 15;
- joystick->nballs = 0;
- joystick->nhats = 0;
-
- /* We're done! */
+ /* Create the joystick data structure */
+ joystick->instance_id = device_index;
+ joystick->hwdata = &g_XInputData[device_index];
+
+ // The XInput API has a hard coded button/axis mapping, so we just match it
+ joystick->naxes = 6;
+ joystick->nbuttons = 15;
+ joystick->nballs = 0;
+ joystick->nhats = 0;
+
+ /* We're done! */
return (0);
}
/* Function to determine is this joystick is attached to the system right now */
SDL_bool SDL_SYS_JoystickAttached(SDL_Joystick *joystick)
{
- return joystick->hwdata->isDeviceConnected;
+ SDL_bool isDeviceConnected;
+ SDL_LockMutex(g_DeviceInfoLock);
+ isDeviceConnected = joystick->hwdata->isDeviceConnected;
+ SDL_UnlockMutex(g_DeviceInfoLock);
+ return isDeviceConnected;
}
-/* Function to return > 0 if a bit array of buttons differs after applying a mask
-*/
-static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
-{
- return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
+/* Function to return > 0 if a bit array of buttons differs after applying a mask
+*/
+static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
+{
+ return ( ButtonsNow & ButtonMask ) != ( ButtonsPrev & ButtonMask );
}
/* Function to update the state of a joystick - called as a device poll.
@@ -311,70 +391,76 @@ static int ButtonChanged( int ButtonsNow, int ButtonsPrev, int ButtonMask )
void
SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
{
- HRESULT result;
-
- /* Before polling for new data, make note of the old data */
- XINPUT_STATE prevXInputState = joystick->hwdata->XInputState;
-
- /* Poll for new data */
- result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
- if (result == ERROR_DEVICE_NOT_CONNECTED) {
- if (joystick->hwdata->isDeviceConnected) {
- joystick->hwdata->isDeviceConnected = SDL_FALSE;
- joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
- /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
- }
- return;
- }
-
- /* Make sure the device is marked as connected */
- joystick->hwdata->isDeviceConnected = SDL_TRUE;
-
- // only fire events if the data changed from last time
- if ( joystick->hwdata->XInputState.dwPacketNumber != 0
- && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
- {
- XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
- XINPUT_STATE *pXInputStatePrev = &prevXInputState;
-
- SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
- SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
- SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
- SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
- SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
- SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
-
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
- SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
- SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
- SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
- SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
- SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
- SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
- SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
- SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
- SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
- SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
- SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
- SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
- SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
- SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED );
- if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
- SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
+ HRESULT result;
+ XINPUT_STATE prevXInputState;
+
+ SDL_LockMutex(g_DeviceInfoLock);
+
+ /* Before polling for new data, make note of the old data */
+ prevXInputState = joystick->hwdata->XInputState;
+
+ /* Poll for new data */
+ result = XInputGetState(joystick->hwdata->userIndex, &joystick->hwdata->XInputState);
+ if (result == ERROR_DEVICE_NOT_CONNECTED) {
+ if (joystick->hwdata->isDeviceConnected) {
+ joystick->hwdata->isDeviceConnected = SDL_FALSE;
+ joystick->hwdata->isDeviceRemovalEventPending = SDL_TRUE;
+ /* TODO, WinRT: make sure isDeviceRemovalEventPending gets cleared as appropriate, and that quick re-plugs don't cause trouble */
+ }
+ SDL_UnlockMutex(g_DeviceInfoLock);
+ return;
+ }
+
+ /* Make sure the device is marked as connected */
+ joystick->hwdata->isDeviceConnected = SDL_TRUE;
+
+ // only fire events if the data changed from last time
+ if ( joystick->hwdata->XInputState.dwPacketNumber != 0
+ && joystick->hwdata->XInputState.dwPacketNumber != prevXInputState.dwPacketNumber )
+ {
+ XINPUT_STATE *pXInputState = &joystick->hwdata->XInputState;
+ XINPUT_STATE *pXInputStatePrev = &prevXInputState;
+
+ SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
+ SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
+ SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
+ SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
+ SDL_PrivateJoystickAxis(joystick, 4, (Sint16)((int)pXInputState->Gamepad.bLeftTrigger*32767/255) );
+ SDL_PrivateJoystickAxis(joystick, 5, (Sint16)((int)pXInputState->Gamepad.bRightTrigger*32767/255) );
+
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
+ SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
+ SDL_PrivateJoystickButton(joystick, 1, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_LEFT ) )
+ SDL_PrivateJoystickButton(joystick, 2, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_RIGHT ) )
+ SDL_PrivateJoystickButton(joystick, 3, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_START ) )
+ SDL_PrivateJoystickButton(joystick, 4, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_START ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_BACK ) )
+ SDL_PrivateJoystickButton(joystick, 5, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_BACK ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_THUMB ) )
+ SDL_PrivateJoystickButton(joystick, 6, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_THUMB ) )
+ SDL_PrivateJoystickButton(joystick, 7, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_LEFT_SHOULDER ) )
+ SDL_PrivateJoystickButton(joystick, 8, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_RIGHT_SHOULDER ) )
+ SDL_PrivateJoystickButton(joystick, 9, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_A ) )
+ SDL_PrivateJoystickButton(joystick, 10, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_A ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_B ) )
+ SDL_PrivateJoystickButton(joystick, 11, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_B ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_X ) )
+ SDL_PrivateJoystickButton(joystick, 12, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_X ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_Y ) )
+ SDL_PrivateJoystickButton(joystick, 13, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_Y ? SDL_PRESSED : SDL_RELEASED );
+ if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, 0x400 ) )
+ SDL_PrivateJoystickButton(joystick, 14, pXInputState->Gamepad.wButtons & 0x400 ? SDL_PRESSED : SDL_RELEASED ); // 0x400 is the undocumented code for the guide button
}
+
+ SDL_UnlockMutex(g_DeviceInfoLock);
}
/* Function to close a joystick after use */
@@ -382,7 +468,9 @@ void
SDL_SYS_JoystickClose(SDL_Joystick * joystick)
{
/* Clear cached button data on the joystick */
+ SDL_LockMutex(g_DeviceInfoLock);
SDL_zero(joystick->hwdata->XInputState);
+ SDL_UnlockMutex(g_DeviceInfoLock);
/* There's need to free 'hwdata', as it's a pointer to a global array.
The field will be cleared anyways, just to indicate that it's not
@@ -395,6 +483,18 @@ SDL_SYS_JoystickClose(SDL_Joystick * joystick)
void
SDL_SYS_JoystickQuit(void)
{
+ /* Tell the joystick detection thread to stop, then wait for it to finish */
+ SDL_LockMutex(g_DeviceInfoLock);
+ g_DeviceDetectionQuit = SDL_TRUE;
+ SDL_UnlockMutex(g_DeviceInfoLock);
+ SDL_WaitThread(g_DeviceDetectionThread, NULL);
+
+ /* Clean up device-detection stuff */
+ SDL_DestroyMutex(g_DeviceInfoLock);
+ g_DeviceInfoLock = NULL;
+ g_DeviceDetectionThread = NULL;
+ g_DeviceDetectionQuit = SDL_FALSE;
+
return;
}
@@ -419,15 +519,15 @@ SDL_JoystickGUID SDL_SYS_JoystickGetGUID(SDL_Joystick * joystick)
return guid;
}
-SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
-{
- /* The XInput-capable DirectInput joystick backend implements the same
- function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
- joystick devices are XInput devices. In this case, with the
- WinRT-enabled XInput-only backend, all "joystick" devices are XInput
- devices.
- */
- return SDL_TRUE;
+SDL_bool SDL_SYS_IsXInputDeviceIndex(int device_index)
+{
+ /* The XInput-capable DirectInput joystick backend implements the same
+ function (SDL_SYS_IsXInputDeviceIndex), however in that case, not all
+ joystick devices are XInput devices. In this case, with the
+ WinRT-enabled XInput-only backend, all "joystick" devices are XInput
+ devices.
+ */
+ return SDL_TRUE;
}
#endif /* SDL_JOYSTICK_XINPUT */