This helps when dealing with the quirky c_dfDIJoystick2 format,
which defines all the sliders as overlapping, i.e. rglSlider[2],
rglVSlider[2], rglASlider[2] and rglFSlider[2] all share the same
offset.
With the Linux backends, if the device exposes enough axes (e.g. some
HOTAS) we end up using rglSlider.
Let's make sure we don't unnecessarily override the values there.
Signed-off-by: Arkadiusz Hiler <ahiler@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
To factor out device allocation and initialization.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Instead of a separate duplicate implementation.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Instead of sometimes using IDirectInputDevice8A.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
To make it more likely it gets focused on X11 and fix spurious failures.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
FlatOut2 demo calls FreeLibrary on the dinput8 module more times than
it has loaded it, and the module reference that the internal thread has
is getting decremented before its exit.
Having an internal window to destroy also makes it more likely to crash
as it takes more time to exit calls the window procedure function.
Waiting for the thread to complete when all the dinput instances are
destroyed ensures that the thread isn't alive when the game frees the
DLL, and prevents the thread from crashing.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50673
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This fixes not working analog inputs on game controllers in Slay the Spire.
Signed-off-by: Arkadiusz Hiler <ahiler@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
LL hooks are heavy and using them cause performance hit with high
polling rate mice. We don't need them anymore since we now use rawinput
API for mouse device.
This also uses a separate list for rawinput mouse devices.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This adds a message window that will be used as the rawinput target
window for WM_INPUT messages.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Instead of using function pointer, which is also not very CPU friendly.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Instead of going through devices list of dinputs list, and checking
their acquired field, which is not CPU friendly.
This also removes the now unused IDirectInputImpl critical section and
devices list.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This message triggers screensaver notification in the user drivers, but
it is not useful to send it on every input message, and it even hurts
performance when high polling mouse is used.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=33643
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=46976
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>