ES-DE/es-core/src/InputManager.cpp
XargonWan 1167c4be41
feat/update 3.1.0 (#7)
* Added initial text shaping support

* Fixed some font issues

* (Windows) Added initial text shaping support

* (macOS) Added initial text shaping support

* Disabled building of HarfBuzz-subset on Windows and macOS

* (Android) Added initial text shaping support

* Added the nl_NL locale to locale/languages

* Changed the font VRAM usage calculation to actually only include texture data

* Moved the HarfBuzz segment building to a separate function

Also implemented segment caching and fixed an issue where missing glyphs were not handled correctly

* Moved the text shaping to a separate function

* Fixed a text shaping issue when there was a font change for the last character of a string

* Added support for the pl_PL locale

* Changed two font calculation functions to use shaped text

Also consolidated the HarfBuzz segment creation and shaping into a single function

* Added a hack to make shaped text wrap somehow correctly

* Changed the text shaping function to return the segment vector

* Text shaping segments are no longer created by space characters

* RTL text segments are now flagged as such

* Fixed an issue where text was not correctly centered after line breaks

* Reverted some font changes that were not needed after all

* Changed to having HarfBuzz set the horizontal glyph advance

* Fixed another failure mode for the wrapText shaped text hack

* Added a precaution to prevent crashes in case of broken fonts being used

* Made accurate text layout work correctly using HarfBuzz

* Removed the offensive wrapText hacks and added some optimizations

Also changed the three dots to an actual ellipsis Unicode character when abbreviating text

* Reverted a change in TextComponent as it caused unforeseen issues

* Changed Font::shapeText() to pass the segments vector by reference

* Removed a temporary member variable in Font and replaced it with proper argument passing

* Fixed a regression where text shaping stopped working

* Added sharing of glyph atlas entries between shaped glyph entries that need the same texture

* Added support for the ar_EG locale

* Some font-related code and comments cleanup

* Fixed a source file header typo

* Documentation update

* Removed a lot of unnecessary text processing

* Added the ICU library as a dependency

* (Android) Added the ICU library as a dependency

* (macOS) Added the ICU library as a dependency

* (Windows) Added the ICU library as a dependency

* (Windows) Fixed an MSVC compiler warning

* Replaced all built-in Unicode case conversion logic and lookup tables with facilities from the ICU library

* Documentation update

* Updated the pl_PL translations

* Added a menu title font size adjustment for the pl_PL translations

* Removed support for NetBSD and OpenBSD

* Changed a code comment that referred to BSD Unix

* Documentation update

* Silenced some Clang compiler warnings

* Added experimental support for building on Haiku

* (Haiku) Added a ScreenScraper platform identifier

* (Haiku) Added support for the Sony PlayStation Portable (psp) game system

* (Haiku) Added support for the ScummVM Game Engine (scummvm) game system

* Documentation update

* Updated the pl_PL translations

* Changed ScreenSaver to use TextComponent instead of using Font facilities directly

* Changed Window to use TextComponent instead of using Font facilities directly

* Changed ButtonComponent to use TextComponent instead of using Font facilities directly

* Changed SliderComponent to use TextComponent instead of using Font facilities directly

* Reverted ButtonComponent and SliderComponent to render the debug overlays themselves

* Changed DateTimeEditComponent to use TextComponent instead of using Font facilities directly

* Minor code cleanup

* Changed TextEditComponent to use TextComponent instead of using Font facilities directly

* Changed Font::buildTextCache() and Font::renderTextCache() to protected functions

* Changed a compiler silencing option to only apply to Clang

* (Haiku) Updated CMake configuration to make ES-DE build on Haiku Nightly (but no longer on R1/beta4)

* Documentation update

* (Haiku) Added find rule configuration for RetroArch

Also added a single core for testing purposes

* Removed direct use of Font::wrapText() from OptionListComponent, TextEditComponent and TextListComponent

* Removed direct use of Font::wrapText() from TextComponent

* Fixed an issue where ComponentList could generate elements with negative widths

* Added an assertion to GuiComponent::setSize() to check for negative mSize values

* DateTimeEditComponent no longer renders the debug overlay unless there is a string to display

* (FreeBSD) Added support for building with DEINIT_ON_LAUNCH

* (FreeBSD) Added the man page to the CPack configuration

* (FreeBSD) Added support for rebooting and powering off from inside ES-DE

* (FreeBSD) Added fallback method to locate binary

* Added layout and line wrapping support for shaped text and for mixing of LTR and RTL scripts

* Fixed a special line wrapping scenario where a trailing space should be removed

* (Windows) Fixed some MSVC compiler warnings

* Fixed some Clang compiler warnings

* Fixed an issue where theme names in the theme downloader could get abbreviated

* Added support for the ca_AD locale

* Documentation update

* (Android) Fonts and locales are now copied earlier than the other assets as HarfBuzz and libintl need them earlier in the startup process

* Documentation update

* Added support for the de_DE locale

* (Android) Added a new default find rule entry for Flycast as its application ID has been changed

* Documentation update

* Fixed an issue where text shaping could be permanently disabled after editing text

* Fixed a potential issue where globally disabling text shaping could cause space detection to fail

* Added a check for whether a text element has a width defined when the container property is set

* (Android) Changed ePSXe to use %ROM% instead of %ROMSAF%

* (Haiku) Added support for the PDF viewer

* Updated the el_GR.po, es_ES.po, fr_FR.po, it_IT.po, ja_JP.po, ru_RU.po and zh_CN.po locale files

* Documentation update

* (Haiku) Added correct installation directories to the CMake configuration

* (Haiku) Changed to correct installation directories

* (Haiku) Added support for the correct system resource directories

* (Haiku) Made sure es-pdf-convert is found under all circumstances

* Updated the fr_FR translations

* Updated the es_ES translations

* Updated the it_IT translations

* Added a menu title font size adjustment for the it_IT translations

* Updated the ja_JP translations

* Updated the zh_CN translations

* Fixed an issue where scraping using TheGamesDB would crash the application

* Added an extra check in OptionListComponent to avoid potential crashes

* Removed support for the ca_AD locale

* Added a code comment clarification in FileSystemUtil

* Updated the pl_PL translations

* Some minor code modernization in MameNames

* Fixed an issue where returning from a game would sometimes make the helpsystem use the dimmed theme properties

* (Haiku) Added a resource file

* Added a menu title font size adjustment for the de_DE translations

* (Haiku) Added support for some game systems

* (Haiku) Added a HaikuPorts recipe

* (Haiku) Fixed an URI issue in the HaikuPorts recipe

* Documentation update

* (Haiku) Added configuration for a number of game systems

* Updated the it_IT translations

* Documentation update

* (Haiku) Updated the srcGitRev value in the HaikuPorts recipe

* (Haiku) Added configuration for a number of game systems

* Documentation update

* (Haiku) Updated the srcGitRev value in the HaikuPorts recipe

* (Haiku) Added configuration for a number of game systems

* Documentation update

* (Haiku) Added configuration for a number of game systems

* Documentation update

* (Haiku) Updated the srcGitRev value in the HaikuPorts recipe

* Added basic configuration support and menu entries for theme localization

* Changed a theme loading debug message

* (linear-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant

* (modern-es-de) Fixed an issue where the system logo for saturnjp was incorrectly showing the western variant

* Updated the it_IT translations

* Added support for using language variables in the theme configuration

* Added localization support to DateTimeComponent

* Added translations for the automatic collection names when used as theme system variables

* Added localization support for the theme game counter

* Added theme contextual hinting to the custom collection summary text in CollectionSystemsManager

Also added translation support for a string that was previously missed

* Added localization support to the label entries in capabilities.xml

* Fixed a regression where horizontal text containers would sometimes not work correctly

* Fixed an issue where text elements defined as gamecount using the systemdata property could not scroll horizontally

* Added support for including theme files from within the colorScheme and fontSize tag pairs

* Added translations for the automatic collection names (short name versions) when used as theme system variables

* Fixed an incorrect code comment in CollectionSystemsManager

* Added translations for the name and fullname systemdata properties for the text element

* Added translation support for the metadata property for the text element

* Updated all locale (.po) files with the theme engine localization additions

* (linear-es-de) Added translations for en_US, en_GB and sv_SE

* Documentation update

* Updated the fr_FR translations

* (linear-es-de) Added translations for fr_FR

* Updated the ja_JP translations

* Updated the zh_CN translations

* (modern-es-de) Added translations for en_US, en_GB, fr_FR and sv_SE

* Updated the es_ES translations

* Updated the ro_RO translations

* (linear-es-de) Added translations for es_ES

* (linear-es-de) Added translations for ro_RO

* (slate-es-de) Added translations for en_US, en_GB and sv_SE

* (linear-es-de) Updated the es_ES translations

* (modern-es-de) Updated the fr_FR translations

* (linear-es-de) Some minor translation changes

* (modern-es-de) Added translations for ro_RO

* (slate-es-de) Added translations for ro_RO

* Updated the it_IT translations

* Updated the pt_BR translations

* (linear-es-de) Added translations for it_IT

* (modern-es-de) Decreased the helpsystem entry spacing

* (modern-es-de) Added translations for es_ES and it_IT

* (slate-es-de) Added translations for es_ES, fr_FR and it_IT

* (linear-es-de) Added translations for pt_BR

* (modern-es-de) Added translations for pt_BR

* (slate-es-de) Added translations for pt_BR

* (Haiku) Added support for the c64, plus4 and vic20 systems

* Documentation update

* (Haiku) Updated the srcGitRev value in the HaikuPorts recipe

* Updated SDL to 2.30.6 on Android, Windows, macOS and the Linux AppImage builds

* Added an ICU filter configuration file

* (macOS) Reduced the ICU library size via a data filter file

* (Windows) Reduced the ICU library size via a data filter file

* Updated the ru_RU translations

* (linear-es-de) Added translations for ru_RU

* (modern-es-de) Added translations for ru_RU

* (slate-es-de) Added translations for ru_RU

* Added a menu title font size adjustment for the ru_RU translations

* Removed an unnecessary element resize in ScrollableContainer

* Fixed a line breaking issue

* Added theme engine translations for 'unknown' metadata values for developer, publisher, genre and players

* Added theme engine translations for 'never' and 'unknown' date values

* (linear-es-de) Added translations for ja_JP and zh_CN

* (modern-es-de) Added translations for ja_JP and zh_CN

* (slate-es-de) Added translations for ja_JP and zh_CN

* Updated all locales with new theme engine translations

* Fixed an issue where the text element defaultValue property no longer worked correctly

* (modern-es-de) Added some capitalized default metadata values

* Documentation update

* pdated the el_GR translations

* (linear-es-de) Updated the system metadata

* (linear-es-de) Added sv_SE translations for all system hardware types

* Updated the de_DE translations

* Updated the pl_PL translations

* Bundled the July 2024 release of the Mozilla TLS/SSL certificates

* Updated the MAME index files to include ROMs up to MAME version 0.269

* (linear-es-de) Added translations for pl_PL

* Added the VirtualXT RetroArch core as an alternative emulator for the dos and pc systems

* Added the Stella 2023 RetroArch core as an alternative emulator for the atari2600 system

* Removed support for the ar_EG, de_DE, el_GR and nl_NL locales and moved their .po files to an archive directory

* Documentation update

* (modern-es-de) Added translations for pl_PL

* (slate-es-de) Added translations for pl_PL

* Updated SDL to 2.30.7 on Android, Windows, macOS and the Linux AppImage builds

* Updated the fr_FR translations

* Added support for the new Lime3DS binary names on Linux, macOS and Windows

* Added some missing find rules for Lime3DS

* (Windows) Added 'Shortcut' as an alternative emulator for the switch system

Also added the .lnk file extension

* Added jgenesis as an alternative emulator for the famicom, gamegear, gb, gbc, genesis, mastersystem, megacd, megacdjp, megadrive, megadrivejp, nes, segacd, sfc, snes and snesna systems on Linux and Windows

* Documentation update

* Added izapple2 standalone as an alternative emulator for the apple2 system on Linux and Windows

* (Android) Added support for the Microsoft Windows (windows) game system using the Winlator emulator

* (Android) Added Winlator PRoot Cmod standalone as an alternative emulator for the windows system

* Documentation update

* (Android) Added support for the PC Arcade Systems (pcarcade) and Taito Type X (type-x) game systems

* Bumped the version to 3.1.0

* (modern-es-de) Eliminated an annoying debug message

* (linear-es-de) Added some missing metadata files

* (linear-es-de) Added some missing sv_SE translations

* Updated the Winlator emulator names

* Documentation update

* Documentation update for the 3.1.0 release

* Updated latest_release.json for the 3.1.0 release

* Fixed a typo in the changelog

* Documentation update

* (Haiku) Updated the srcGitRev value in the HaikuPorts recipe

* Bumped the version to 3.1.1-alpha

* Video player resources are now completely freed up after finishing view transitions

* Changed a rounding in ScrollableContainer to slightly decrease the risk of glyphs getting cut off at the bottom of the container

* Added the Nanum Square Neo Korean font

* Added support for the ko_KR locale

* Fixed an issue where newly entered ScreenScraper username and password values were positioned incorrectly vertically in the account settings menu

* Documentation update

* Changed the position of the ko_KR language

* Changed the ja_JP position in the languages file

* Fixed an issue where attempting to view media for a game that had no downloaded media paused the playback of all static theme videos

* Documentation update

* Added support for the de_DE locale

* Updated the fr_FR translations

* Documentation update

* Updated the de_DE translations

---------

Co-authored-by: Leon Styhre <leon@leonstyhre.com>
2024-09-18 02:23:26 +02:00

922 lines
35 KiB
C++

// SPDX-License-Identifier: MIT
//
// ES-DE Frontend
// InputManager.cpp
//
// Low-level input handling.
// Initiates and maps the keyboard and controllers.
// Reads and writes the es_input.xml configuration file.
//
#include "InputManager.h"
#include "Log.h"
#include "Scripting.h"
#include "Window.h"
#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
#include "utils/LocalizationUtil.h"
#include "utils/PlatformUtil.h"
#include "utils/StringUtil.h"
#include <iostream>
#include <pugixml.hpp>
#define KEYBOARD_GUID_STRING "-1"
#define CEC_GUID_STRING "-2"
#if defined(__ANDROID__)
#define TOUCH_GUID_STRING "-3"
#include "utils/PlatformUtilAndroid.h"
#endif
namespace
{
int SDL_USER_CECBUTTONDOWN {-1};
int SDL_USER_CECBUTTONUP {-1};
} // namespace
InputManager::InputManager() noexcept
: mWindow {Window::getInstance()}
#if defined(__ANDROID__)
, mInputOverlay {InputOverlay::getInstance()}
#endif
, mKeyboardInputConfig {nullptr}
, mTouchInputConfig {nullptr}
, mCECInputConfig {nullptr}
{
}
InputManager::~InputManager()
{
// Deinit when destroyed.
deinit();
}
InputManager& InputManager::getInstance()
{
static InputManager instance;
return instance;
}
void InputManager::init()
{
if (initialized())
deinit();
mConfigFileExists = false;
LOG(LogInfo) << "Setting up InputManager...";
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
SDL_GameControllerEventState(SDL_ENABLE);
SDL_StopTextInput();
if (!Utils::FileSystem::exists(getConfigPath())) {
LOG(LogInfo) << "No input configuration file found, default mappings will be applied";
}
else {
mConfigFileExists = true;
}
mKeyboardInputConfig =
std::make_unique<InputConfig>(DEVICE_KEYBOARD, "Keyboard", KEYBOARD_GUID_STRING);
bool customConfig {loadInputConfig(mKeyboardInputConfig.get())};
if (customConfig) {
LOG(LogInfo) << "Added keyboard with custom configuration";
}
else {
loadDefaultKBConfig();
LOG(LogInfo) << "Added keyboard with default configuration";
}
#if defined(__ANDROID__)
mTouchInputConfig = std::make_unique<InputConfig>(DEVICE_TOUCH, "Touch", TOUCH_GUID_STRING);
loadTouchConfig();
#endif
// Load optional controller mappings. Normally the supported controllers should be compiled
// into SDL as a header file, but if a user has a very rare controller that is not supported,
// the bundled mapping is incorrect, or the SDL version is a bit older, it makes sense to be
// able to customize this. If a controller GUID is present in the mappings file that is
// already present inside SDL, the custom mapping will overwrite the bundled one.
std::string mappingsFile;
if (Settings::getInstance()->getBool("LegacyAppDataDirectory")) {
mappingsFile = Utils::FileSystem::getAppDataDirectory() + "/es_controller_mappings.cfg";
}
else {
mappingsFile =
Utils::FileSystem::getAppDataDirectory() + "/controllers/es_controller_mappings.cfg";
}
if (!Utils::FileSystem::exists(mappingsFile))
mappingsFile = ResourceManager::getInstance().getResourcePath(
":/controllers/es_controller_mappings.cfg");
int controllerMappings {SDL_GameControllerAddMappingsFromFile(mappingsFile.c_str())};
if (controllerMappings != -1 && controllerMappings != 0) {
LOG(LogInfo) << "Loaded " << controllerMappings << " controller "
<< (controllerMappings == 1 ? "mapping" : "mappings");
}
int numJoysticks {SDL_NumJoysticks()};
// Make sure that every joystick is actually supported by the GameController API.
for (int i {0}; i < numJoysticks; ++i) {
if (SDL_IsGameController(i))
addControllerByDeviceIndex(nullptr, i);
}
SDL_USER_CECBUTTONDOWN = SDL_RegisterEvents(2);
SDL_USER_CECBUTTONUP = SDL_USER_CECBUTTONDOWN + 1;
mCECInputConfig = std::make_unique<InputConfig>(DEVICE_CEC, "CEC", CEC_GUID_STRING);
loadInputConfig(mCECInputConfig.get());
}
void InputManager::deinit()
{
if (!initialized())
return;
for (auto it = mControllers.cbegin(); it != mControllers.cend(); ++it)
SDL_GameControllerClose(it->second);
mControllers.clear();
mJoysticks.clear();
mPrevAxisValues.clear();
mPrevButtonValues.clear();
mInputConfigs.clear();
mKeyboardInputConfig.reset();
mTouchInputConfig.reset();
mCECInputConfig.reset();
SDL_GameControllerEventState(SDL_DISABLE);
SDL_QuitSubSystem(SDL_INIT_GAMECONTROLLER);
}
void InputManager::writeDeviceConfig(InputConfig* config)
{
assert(initialized());
std::string path {getConfigPath()};
LOG(LogDebug) << "InputManager::writeDeviceConfig(): "
"Saving input configuration file to \""
<< path << "\"";
pugi::xml_document doc;
if (Utils::FileSystem::exists(path)) {
// Merge files.
#if defined(_WIN64)
pugi::xml_parse_result result {
doc.load_file(Utils::String::stringToWideString(path).c_str())};
#else
pugi::xml_parse_result result {doc.load_file(path.c_str())};
#endif
if (!result) {
LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
}
else {
// Successfully loaded, delete the old entry if it exists.
pugi::xml_node root {doc.child("inputList")};
if (root) {
// If inputAction @type=onfinish is set, let doOnFinish command take care of
// creating input configuration. We just put the input configuration into a
// temporary input config file.
pugi::xml_node actionnode {
root.find_child_by_attribute("inputAction", "type", "onfinish")};
if (actionnode) {
path = getTemporaryConfigPath();
doc.reset();
root = doc.append_child("inputList");
root.append_copy(actionnode);
}
else {
pugi::xml_node oldEntry {root.find_child_by_attribute(
"inputConfig", "deviceGUID", config->getDeviceGUIDString().c_str())};
if (oldEntry)
root.remove_child(oldEntry);
oldEntry = root.find_child_by_attribute("inputConfig", "deviceName",
config->getDeviceName().c_str());
if (oldEntry)
root.remove_child(oldEntry);
}
}
}
}
pugi::xml_node root {doc.child("inputList")};
if (!root)
root = doc.append_child("inputList");
config->writeToXML(root);
#if defined(_WIN64)
doc.save_file(Utils::String::stringToWideString(path).c_str());
#else
doc.save_file(path.c_str());
#endif
Scripting::fireEvent("config-changed");
Scripting::fireEvent("controls-changed");
// Execute any doOnFinish commands and reload the config for changes.
doOnFinish();
mConfigFileExists = true;
loadInputConfig(config);
}
void InputManager::doOnFinish()
{
assert(initialized());
std::string path {getConfigPath()};
pugi::xml_document doc;
if (Utils::FileSystem::exists(path)) {
#if defined(_WIN64)
pugi::xml_parse_result result {
doc.load_file(Utils::String::stringToWideString(path).c_str())};
#else
pugi::xml_parse_result result {doc.load_file(path.c_str())};
#endif
if (!result) {
LOG(LogError) << "Couldn't parse input configuration file: " << result.description();
}
else {
pugi::xml_node root {doc.child("inputList")};
if (root) {
root = root.find_child_by_attribute("inputAction", "type", "onfinish");
if (root) {
for (pugi::xml_node command {root.child("command")}; command;
command = command.next_sibling("command")) {
std::string tocall {command.text().get()};
LOG(LogInfo) << " " << tocall;
std::cout << "==============================================\n"
"input config finish command:\n";
int exitCode = Utils::Platform::runSystemCommand(tocall);
std::cout << "==============================================\n";
if (exitCode != 0) {
LOG(LogWarning) << "...launch terminated with nonzero exit code "
<< exitCode << "!";
}
}
}
}
}
}
}
std::string InputManager::getConfigPath()
{
if (Settings::getInstance()->getBool("LegacyAppDataDirectory"))
return Utils::FileSystem::getAppDataDirectory() + "/es_input.xml";
else
return Utils::FileSystem::getAppDataDirectory() + "/settings/es_input.xml";
}
std::string InputManager::getTemporaryConfigPath()
{
if (Settings::getInstance()->getBool("LegacyAppDataDirectory"))
return Utils::FileSystem::getAppDataDirectory() + "/es_temporaryinput.xml";
else
return Utils::FileSystem::getAppDataDirectory() + "/settings/es_temporaryinput.xml";
}
int InputManager::getNumConfiguredDevices()
{
int num {0};
for (auto it = mInputConfigs.cbegin(); it != mInputConfigs.cend(); ++it)
if (it->second->isConfigured())
++num;
if (mKeyboardInputConfig->isConfigured())
++num;
#if defined(__ANDROID__)
if (mTouchInputConfig->isConfigured())
++num;
#endif
if (mCECInputConfig->isConfigured())
++num;
return num;
}
int InputManager::getAxisCountByDevice(SDL_JoystickID id)
{
return SDL_JoystickNumAxes(mJoysticks[id]);
}
int InputManager::getButtonCountByDevice(SDL_JoystickID id)
{
if (id == DEVICE_KEYBOARD)
return -1;
else if (id == DEVICE_CEC)
#if defined(HAVE_CECLIB)
return CEC::CEC_USER_CONTROL_CODE_MAX;
#else
return 0;
#endif
else
return SDL_JoystickNumButtons(mJoysticks[id]);
}
std::string InputManager::getDeviceGUIDString(int deviceId)
{
if (deviceId == DEVICE_KEYBOARD)
return KEYBOARD_GUID_STRING;
#if defined(__ANDROID__)
else if (deviceId == DEVICE_TOUCH)
return TOUCH_GUID_STRING;
#endif
else if (deviceId == DEVICE_CEC)
return CEC_GUID_STRING;
auto it = mJoysticks.find(deviceId);
if (it == mJoysticks.cend()) {
LOG(LogError) << "getDeviceGUIDString - deviceId " << deviceId << " not found!";
return "Something went horribly wrong";
}
std::string guid(65, '\0');
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(it->second), &guid[0], 64);
guid.erase(guid.find('\0'));
return guid;
}
InputConfig* InputManager::getInputConfigByDevice(int device)
{
if (device == DEVICE_KEYBOARD)
return mKeyboardInputConfig.get();
#if defined(__ANDROID__)
else if (device == DEVICE_TOUCH)
return mTouchInputConfig.get();
#endif
else if (device == DEVICE_CEC)
return mCECInputConfig.get();
else
return mInputConfigs[device].get();
}
bool InputManager::parseEvent(const SDL_Event& event)
{
bool causedEvent {false};
int32_t axisValue {0};
switch (event.type) {
case SDL_CONTROLLERAXISMOTION: {
// Whether to only accept input from the first controller.
if (Settings::getInstance()->getBool("InputOnlyFirstController"))
if (mInputConfigs.begin()->first != event.cdevice.which)
return false;
// This is needed for a situation which sometimes occur when a game is launched,
// some axis input is generated and then the controller is disconnected before
// leaving the game. In this case, events for the old device index could be received
// when returning from the game. If this happens we simply delete the configuration
// map entry.
if (!mInputConfigs[event.caxis.which]) {
auto it = mInputConfigs.find(event.cdevice.which);
mInputConfigs.erase(it);
return false;
}
axisValue = event.caxis.value;
int deadzone {0};
if (event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERLEFT ||
event.caxis.axis == SDL_CONTROLLER_AXIS_TRIGGERRIGHT) {
deadzone = DEADZONE_TRIGGERS;
}
else {
deadzone = DEADZONE_THUMBSTICKS;
}
// Check if the input value switched boundaries.
if ((abs(axisValue) > deadzone) !=
(abs(mPrevAxisValues[std::make_pair(event.caxis.which, event.caxis.axis)]) >
deadzone)) {
int normValue {0};
if (abs(axisValue) <= deadzone) {
normValue = 0;
}
else {
if (axisValue > 0)
normValue = 1;
else
normValue = -1;
}
mWindow->input(
getInputConfigByDevice(event.caxis.which),
Input(event.caxis.which, TYPE_AXIS, event.caxis.axis, normValue, false));
causedEvent = true;
}
mPrevAxisValues[std::make_pair(event.caxis.which, event.caxis.axis)] = axisValue;
return causedEvent;
}
case SDL_CONTROLLERBUTTONDOWN: {
}
case SDL_CONTROLLERBUTTONUP: {
// Whether to only accept input from the first controller.
if (Settings::getInstance()->getBool("InputOnlyFirstController"))
if (mInputConfigs.begin()->first != event.cdevice.which)
return false;
// The event filtering below is required as some controllers send button presses
// starting with the state 0 when using the D-pad. I consider this invalid behavior
// and the more popular controllers such as those from Microsoft and Sony do not show
// this strange behavior.
int buttonState {
mPrevButtonValues[std::make_pair(event.cbutton.which, event.cbutton.button)]};
if ((buttonState == -1 || buttonState == 0) && event.cbutton.state == 0)
return false;
mPrevButtonValues[std::make_pair(event.cbutton.which, event.cbutton.button)] =
event.cbutton.state;
mWindow->input(getInputConfigByDevice(event.cbutton.which),
Input(event.cbutton.which, TYPE_BUTTON, event.cbutton.button,
event.cbutton.state == SDL_PRESSED, false));
return true;
}
case SDL_KEYDOWN: {
if (SDL_IsTextInputActive()) {
// Paste from clipboard.
#if defined(__APPLE__)
if (event.key.keysym.mod & KMOD_GUI && event.key.keysym.sym == SDLK_v) {
#else
if ((event.key.keysym.mod & KMOD_CTRL && event.key.keysym.sym == SDLK_v) ||
(event.key.keysym.mod & KMOD_SHIFT && event.key.keysym.sym == SDLK_INSERT)) {
#endif
if (SDL_HasClipboardText()) {
char* clipboardText {SDL_GetClipboardText()};
mWindow->textInput(clipboardText, true);
SDL_free(clipboardText);
return true;
}
}
// Handle backspace presses.
if (event.key.keysym.sym == SDLK_BACKSPACE)
mWindow->textInput("\b");
}
if (event.key.repeat)
return false;
#if defined(__ANDROID__)
// Quit application if the back button is pressed or if the back gesture is used,
// unless we're set as the Android home app.
if (event.key.keysym.sym == SDLK_AC_BACK &&
Settings::getInstance()->getBool("BackEventAppExit") &&
!AndroidVariables::sIsHomeApp) {
SDL_Event quit {};
quit.type = SDL_QUIT;
SDL_PushEvent(&quit);
return false;
}
#endif
// There is no need to handle the OS-default quit shortcut (Alt + F4 on Windows and
// Linux and Command + Q on macOS) as that's taken care of by the window manager.
// The exception is Android as there are are no default quit shortcuts on this OS.
std::string quitShortcut {Settings::getInstance()->getString("KeyboardQuitShortcut")};
#if defined(__APPLE__)
if (quitShortcut != "CmdQ") {
#elif defined(__ANDROID__)
if (!AndroidVariables::sIsHomeApp) {
#else
if (quitShortcut != "AltF4") {
#endif
bool quitES {false};
#if defined(__ANDROID__)
if (quitShortcut == "AltF4" && event.key.keysym.sym == SDLK_F4 &&
(event.key.keysym.mod & KMOD_LALT))
quitES = true;
else if (quitShortcut == "F4" && event.key.keysym.sym == SDLK_F4 &&
#else
if (quitShortcut == "F4" && event.key.keysym.sym == SDLK_F4 &&
#endif
!(event.key.keysym.mod & KMOD_LALT))
quitES = true;
else if (quitShortcut == "CtrlQ" && event.key.keysym.sym == SDLK_q &&
event.key.keysym.mod & KMOD_CTRL)
quitES = true;
else if (quitShortcut == "AltQ" && event.key.keysym.sym == SDLK_q &&
event.key.keysym.mod & KMOD_LALT)
quitES = true;
if (quitES) {
SDL_Event quit {};
quit.type = SDL_QUIT;
SDL_PushEvent(&quit);
return false;
}
}
if (Settings::getInstance()->getBool("InputIgnoreKeyboard"))
return true;
mWindow->input(getInputConfigByDevice(DEVICE_KEYBOARD),
Input(DEVICE_KEYBOARD, TYPE_KEY, event.key.keysym.sym, 1, false));
return true;
}
case SDL_KEYUP: {
if (Settings::getInstance()->getBool("InputIgnoreKeyboard"))
return true;
mWindow->input(getInputConfigByDevice(DEVICE_KEYBOARD),
Input(DEVICE_KEYBOARD, TYPE_KEY, event.key.keysym.sym, 0, false));
return true;
}
#if defined(__ANDROID__)
case SDL_FINGERDOWN: {
if (!Settings::getInstance()->getBool("InputTouchOverlay"))
return false;
const int buttonID {mInputOverlay.getButtonId(
SDL_FINGERDOWN, event.tfinger.fingerId + 1, event.tfinger.x, event.tfinger.y)};
if (buttonID != -2) {
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 1, false));
return true;
}
else {
return false;
}
}
case SDL_FINGERUP: {
if (!Settings::getInstance()->getBool("InputTouchOverlay"))
return false;
const int buttonID {mInputOverlay.getButtonId(SDL_FINGERUP, event.tfinger.fingerId + 1,
event.tfinger.x, event.tfinger.y)};
if (buttonID != -2) {
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 0, false));
return true;
}
else {
return false;
}
}
case SDL_FINGERMOTION: {
if (!Settings::getInstance()->getBool("InputTouchOverlay"))
return false;
bool releasedButton {false};
const int buttonID {
mInputOverlay.getButtonId(SDL_FINGERMOTION, event.tfinger.fingerId + 1,
event.tfinger.x, event.tfinger.y, &releasedButton)};
if (buttonID == -2)
return false;
if (releasedButton) {
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 0, false));
return true;
}
else {
mWindow->input(getInputConfigByDevice(DEVICE_TOUCH),
Input(DEVICE_TOUCH, TYPE_TOUCH, buttonID, 1, false));
return true;
}
}
#endif
case SDL_TEXTINPUT: {
mWindow->textInput(event.text.text);
break;
}
case SDL_CONTROLLERDEVICEADDED: {
addControllerByDeviceIndex(mWindow, event.cdevice.which);
return true;
}
case SDL_CONTROLLERDEVICEREMOVED: {
removeControllerByJoystickID(mWindow, event.cdevice.which);
return false;
}
}
if ((event.type == static_cast<unsigned int>(SDL_USER_CECBUTTONDOWN)) ||
(event.type == static_cast<unsigned int>(SDL_USER_CECBUTTONUP))) {
mWindow->input(getInputConfigByDevice(DEVICE_CEC),
Input(DEVICE_CEC, TYPE_CEC_BUTTON, event.user.code,
event.type == static_cast<unsigned int>(SDL_USER_CECBUTTONDOWN),
false));
return true;
}
return false;
}
bool InputManager::loadInputConfig(InputConfig* config)
{
if (!mConfigFileExists)
return false;
std::string path {getConfigPath()};
pugi::xml_document doc;
#if defined(_WIN64)
pugi::xml_parse_result res {doc.load_file(Utils::String::stringToWideString(path).c_str())};
#else
pugi::xml_parse_result res {doc.load_file(path.c_str())};
#endif
if (!res) {
LOG(LogError) << "Couldn't parse the input configuration file: " << res.description();
return false;
}
pugi::xml_node root {doc.child("inputList")};
if (!root)
return false;
pugi::xml_node configNode {root.find_child_by_attribute("inputConfig", "deviceGUID",
config->getDeviceGUIDString().c_str())};
// With the move to the SDL GameController API the button layout changed quite a lot, so
// es_input.xml files generated using the old API will end up with a completely unusable
// controller configuration. These older files had the configuration entry type set to
// "joystick", so it's easy to ignore such entries by only accepting entries with the
// type set to "controller" (which is now applied when saving the es_input.xml file).
if (configNode && config->getDeviceName() != "Keyboard")
if (!root.find_child_by_attribute("inputConfig", "type", "controller"))
return false;
if (!configNode)
return false;
config->loadFromXML(configNode);
return true;
}
void InputManager::loadDefaultKBConfig()
{
InputConfig* cfg {getInputConfigByDevice(DEVICE_KEYBOARD)};
if (cfg->isConfigured())
return;
cfg->clear();
cfg->mapInput("Up", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_UP, 1, true));
cfg->mapInput("Down", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_DOWN, 1, true));
cfg->mapInput("Left", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_LEFT, 1, true));
cfg->mapInput("Right", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RIGHT, 1, true));
cfg->mapInput("A", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RETURN, 1, true));
cfg->mapInput("B", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_BACKSPACE, 1, true));
cfg->mapInput("X", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_DELETE, 1, true));
#if defined(__APPLE__)
cfg->mapInput("Y", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_PRINTSCREEN, 1, true));
#else
cfg->mapInput("Y", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_INSERT, 1, true));
#endif
cfg->mapInput("Back", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F1, 1, true));
cfg->mapInput("Start", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_ESCAPE, 1, true));
cfg->mapInput("LeftShoulder", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_PAGEUP, 1, true));
cfg->mapInput("RightShoulder", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_PAGEDOWN, 1, true));
cfg->mapInput("LeftTrigger", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_HOME, 1, true));
cfg->mapInput("RightTrigger", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_END, 1, true));
cfg->mapInput("LeftThumbstickClick", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F2, 1, true));
cfg->mapInput("RightThumbstickClick", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F3, 1, true));
}
void InputManager::loadDefaultControllerConfig(SDL_JoystickID deviceIndex)
{
InputConfig* cfg {getInputConfigByDevice(deviceIndex)};
if (cfg->isConfigured())
return;
// clang-format off
cfg->mapInput("Up", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_UP, 1, true));
cfg->mapInput("Down", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_DOWN, 1, true));
cfg->mapInput("Left", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 1, true));
cfg->mapInput("Right", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 1, true));
cfg->mapInput("Start", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_START, 1, true));
cfg->mapInput("Back", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_BACK, 1, true));
cfg->mapInput("A", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_A, 1, true));
cfg->mapInput("B", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_B, 1, true));
cfg->mapInput("X", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_X, 1, true));
cfg->mapInput("Y", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_Y, 1, true));
cfg->mapInput("LeftShoulder", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 1, true));
cfg->mapInput("RightShoulder", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 1, true));
cfg->mapInput("LeftTrigger", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 1, true));
cfg->mapInput("RightTrigger", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 1, true));
cfg->mapInput("LeftThumbstickUp", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTY, -1, true));
cfg->mapInput("LeftThumbstickDown", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTY, 1, true));
cfg->mapInput("LeftThumbstickLeft", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTX, -1, true));
cfg->mapInput("LeftThumbstickRight", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_LEFTX, 1, true));
cfg->mapInput("LeftThumbstickClick", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_LEFTSTICK, 1, true));
cfg->mapInput("RightThumbstickUp", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTY, -1, true));
cfg->mapInput("RightThumbstickDown", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTY, 1, true));
cfg->mapInput("RightThumbstickLeft", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTX, -1, true));
cfg->mapInput("RightThumbstickRight", Input(deviceIndex, TYPE_AXIS, SDL_CONTROLLER_AXIS_RIGHTX, 1, true));
cfg->mapInput("RightThumbstickClick", Input(deviceIndex, TYPE_BUTTON, SDL_CONTROLLER_BUTTON_RIGHTSTICK, 1, true));
// clang-format on
}
void InputManager::loadTouchConfig()
{
#if defined(__ANDROID__)
InputConfig* cfg {mTouchInputConfig.get()};
if (cfg->isConfigured())
return;
// clang-format off
cfg->mapInput("Up", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_UP, 1, true));
cfg->mapInput("Down", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_DOWN, 1, true));
cfg->mapInput("Left", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_LEFT, 1, true));
cfg->mapInput("Right", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, 1, true));
cfg->mapInput("Start", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_START, 1, true));
cfg->mapInput("Back", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_BACK, 1, true));
cfg->mapInput("A", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_A, 1, true));
cfg->mapInput("B", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_B, 1, true));
cfg->mapInput("X", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_X, 1, true));
cfg->mapInput("Y", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_Y, 1, true));
cfg->mapInput("LeftShoulder", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, 1, true));
cfg->mapInput("RightShoulder", Input(DEVICE_TOUCH, TYPE_TOUCH, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, 1, true));
cfg->mapInput("LeftTrigger", Input(DEVICE_TOUCH, TYPE_TOUCH, InputOverlay::TriggerButtons::TRIGGER_LEFT, 1, true));
cfg->mapInput("RightTrigger", Input(DEVICE_TOUCH, TYPE_TOUCH, InputOverlay::TriggerButtons::TRIGGER_RIGHT, 1, true));
// clang-format on
#endif
}
void InputManager::addControllerByDeviceIndex(Window* window, int deviceIndex)
{
// Open joystick and add it to our list.
SDL_GameController* controller {SDL_GameControllerOpen(deviceIndex)};
if (controller == nullptr) {
LOG(LogError) << "Couldn't add controller with device index " << deviceIndex << " ("
<< SDL_GetError() << ")";
return;
}
SDL_Joystick* joy {SDL_GameControllerGetJoystick(controller)};
// Add it to our list so we can close it again later.
SDL_JoystickID joyID {SDL_JoystickInstanceID(joy)};
mJoysticks[joyID] = joy;
mControllers[joyID] = controller;
std::string guid(65, '\0');
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), &guid[0], 64);
guid.erase(guid.find('\0'));
if (guid.substr(0, 32) == "00000000000000000000000000000000") {
// This can occur if there are SDL bugs or controller driver bugs.
LOG(LogWarning)
<< "Attempted to add an invalid controller entry with zero GUID, buggy drivers?";
SDL_GameControllerClose(controller);
mControllers.erase(mControllers.find(joyID));
mJoysticks.erase(mJoysticks.find(joyID));
return;
}
mInputConfigs[joyID] =
std::make_unique<InputConfig>(joyID, SDL_GameControllerName(mControllers[joyID]), guid);
bool customConfig {loadInputConfig(mInputConfigs[joyID].get())};
#if SDL_MAJOR_VERSION > 2 || (SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION > 0) || \
(SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION == 0 && SDL_PATCHLEVEL >= 14)
const std::string serialNumber {SDL_GameControllerGetSerial(controller) == nullptr ?
"" :
SDL_GameControllerGetSerial(controller)};
#else
const std::string serialNumber;
#endif
if (customConfig) {
LOG(LogInfo) << "Added controller with custom configuration: \""
<< SDL_GameControllerName(mControllers[joyID]) << "\" (GUID: " << guid
<< ", serial number: " << (serialNumber == "" ? "n/a" : serialNumber)
<< ", instance ID: " << joyID << ", device index: " << deviceIndex << ")";
}
else {
loadDefaultControllerConfig(joyID);
LOG(LogInfo) << "Added controller with default configuration: \""
<< SDL_GameControllerName(mControllers[joyID]) << "\" (GUID: " << guid
<< ", serial number: " << (serialNumber == "" ? "n/a" : serialNumber)
<< ", instance ID: " << joyID << ", device index: " << deviceIndex << ")";
}
if (window != nullptr) {
window->queueInfoPopup(
Utils::String::format(
_("ADDED INPUT DEVICE '%s'"),
Utils::String::toUpper(std::string(SDL_GameControllerName(mControllers[joyID])))
.c_str()),
4000);
}
int numAxes {SDL_JoystickNumAxes(joy)};
int numButtons {SDL_JoystickNumButtons(joy)};
for (int axis {0}; axis < numAxes; ++axis)
mPrevAxisValues[std::make_pair(joyID, axis)] = 0;
for (int button {0}; button < numButtons; ++button)
mPrevButtonValues[std::make_pair(joyID, button)] = -1;
}
void InputManager::removeControllerByJoystickID(Window* window, SDL_JoystickID joyID)
{
assert(joyID != -1);
std::string guid(65, '\0');
SDL_Joystick* joy {SDL_JoystickFromInstanceID(joyID)};
SDL_JoystickGetGUIDString(SDL_JoystickGetGUID(joy), &guid[0], 64);
guid.erase(guid.find('\0'));
if (guid.substr(0, 32) == "00000000000000000000000000000000") {
// This can occur if there are SDL bugs or controller driver bugs.
LOG(LogWarning)
<< "Attempted to remove an invalid controller entry with zero GUID, buggy drivers?";
return;
}
#if SDL_MAJOR_VERSION > 2 || (SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION > 0) || \
(SDL_MAJOR_VERSION == 2 && SDL_MINOR_VERSION == 0 && SDL_PATCHLEVEL >= 14)
const std::string serialNumber {SDL_GameControllerGetSerial(mControllers[joyID]) == nullptr ?
"" :
SDL_GameControllerGetSerial(mControllers[joyID])};
#else
const std::string serialNumber;
#endif
LOG(LogInfo) << "Removed controller \"" << SDL_GameControllerName(mControllers[joyID])
<< "\" (GUID: " << guid
<< ", serial number: " << (serialNumber == "" ? "n/a" : serialNumber)
<< ", instance ID: " << joyID << ")";
if (window != nullptr) {
window->queueInfoPopup(
Utils::String::format(
_("REMOVED INPUT DEVICE '%s'"),
Utils::String::toUpper(std::string(SDL_GameControllerName(mControllers[joyID])))
.c_str()),
4000);
}
// Delete mPrevAxisValues for the device.
int axisEntries {static_cast<int>(mPrevAxisValues.size())};
for (int i {0}; i < axisEntries; ++i) {
auto entry = mPrevAxisValues.find(std::make_pair(joyID, i));
if (entry != mPrevAxisValues.end()) {
mPrevAxisValues.erase(entry);
}
}
// Delete mPrevButtonValues for the device.
int buttonEntries {static_cast<int>(mPrevButtonValues.size())};
for (int i {0}; i < buttonEntries; ++i) {
auto entry = mPrevButtonValues.find(std::make_pair(joyID, i));
if (entry != mPrevButtonValues.end()) {
mPrevButtonValues.erase(entry);
}
}
auto it = mInputConfigs.find(joyID);
mInputConfigs.erase(it);
// Close the controller and remove its entry.
auto controllerIt = mControllers.find(joyID);
if (controllerIt != mControllers.cend()) {
SDL_GameControllerClose(controllerIt->second);
mControllers.erase(controllerIt);
}
else {
LOG(LogError) << "Couldn't find controller to close (instance ID: " << joyID << ")";
}
// Remove the joystick entry.
auto joystickIt = mJoysticks.find(joyID);
if (joystickIt != mJoysticks.cend()) {
mJoysticks.erase(joystickIt);
}
else {
LOG(LogError) << "Couldn't find joystick entry to remove (instance ID: " << joyID << ")";
}
}