228 lines
7.2 KiB
C++
228 lines
7.2 KiB
C++
// Copyright 2021 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included
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#include "common/settings.h"
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#include "core/hid/emulated_console.h"
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#include "core/hid/input_converter.h"
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namespace Core::HID {
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EmulatedConsole::EmulatedConsole() = default;
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EmulatedConsole::~EmulatedConsole() = default;
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void EmulatedConsole::ReloadFromSettings() {
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// Using first motion device from player 1. No need to assign any unique config at the moment
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const auto& player = Settings::values.players.GetValue()[0];
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motion_params = Common::ParamPackage(player.motions[0]);
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ReloadInput();
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}
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void EmulatedConsole::SetTouchParams() {
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// TODO(german77): Support any number of fingers
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std::size_t index = 0;
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// Hardcode mouse, touchscreen and cemuhook parameters
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if (!Settings::values.mouse_enabled) {
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// We can't use mouse as touch if native mouse is enabled
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touch_params[index++] = Common::ParamPackage{"engine:mouse,axis_x:10,axis_y:11,button:0"};
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}
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touch_params[index++] = Common::ParamPackage{"engine:touch,axis_x:0,axis_y:1,button:0"};
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touch_params[index++] = Common::ParamPackage{"engine:touch,axis_x:2,axis_y:3,button:1"};
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touch_params[index++] = Common::ParamPackage{"engine:cemuhookudp,axis_x:0,axis_y:1,button:0"};
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touch_params[index++] = Common::ParamPackage{"engine:cemuhookudp,axis_x:2,axis_y:3,button:1"};
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const auto button_index =
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static_cast<u64>(Settings::values.touch_from_button_map_index.GetValue());
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const auto& touch_buttons = Settings::values.touch_from_button_maps[button_index].buttons;
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// Map the rest of the fingers from touch from button configuration
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for (const auto& config_entry : touch_buttons) {
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if (index >= touch_params.size()) {
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continue;
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}
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Common::ParamPackage params{config_entry};
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Common::ParamPackage touch_button_params;
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const int x = params.Get("x", 0);
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const int y = params.Get("y", 0);
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params.Erase("x");
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params.Erase("y");
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touch_button_params.Set("engine", "touch_from_button");
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touch_button_params.Set("button", params.Serialize());
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touch_button_params.Set("x", x);
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touch_button_params.Set("y", y);
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touch_button_params.Set("touch_id", static_cast<int>(index));
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touch_params[index] = touch_button_params;
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index++;
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}
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}
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void EmulatedConsole::ReloadInput() {
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// If you load any device here add the equivalent to the UnloadInput() function
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SetTouchParams();
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motion_devices = Common::Input::CreateDevice<Common::Input::InputDevice>(motion_params);
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if (motion_devices) {
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Common::Input::InputCallback motion_callback{
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[this](Common::Input::CallbackStatus callback) { SetMotion(callback); }};
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motion_devices->SetCallback(motion_callback);
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}
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// Unique index for identifying touch device source
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std::size_t index = 0;
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for (auto& touch_device : touch_devices) {
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touch_device = Common::Input::CreateDevice<Common::Input::InputDevice>(touch_params[index]);
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if (!touch_device) {
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continue;
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}
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Common::Input::InputCallback touch_callback{
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[this, index](Common::Input::CallbackStatus callback) { SetTouch(callback, index); }};
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touch_device->SetCallback(touch_callback);
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index++;
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}
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}
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void EmulatedConsole::UnloadInput() {
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motion_devices.reset();
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for (auto& touch : touch_devices) {
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touch.reset();
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}
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}
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void EmulatedConsole::EnableConfiguration() {
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is_configuring = true;
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SaveCurrentConfig();
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}
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void EmulatedConsole::DisableConfiguration() {
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is_configuring = false;
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}
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bool EmulatedConsole::IsConfiguring() const {
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return is_configuring;
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}
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void EmulatedConsole::SaveCurrentConfig() {
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if (!is_configuring) {
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return;
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}
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}
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void EmulatedConsole::RestoreConfig() {
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if (!is_configuring) {
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return;
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}
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ReloadFromSettings();
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}
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Common::ParamPackage EmulatedConsole::GetMotionParam() const {
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return motion_params;
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}
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void EmulatedConsole::SetMotionParam(Common::ParamPackage param) {
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motion_params = param;
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ReloadInput();
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}
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void EmulatedConsole::SetMotion(Common::Input::CallbackStatus callback) {
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std::lock_guard lock{mutex};
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auto& raw_status = console.motion_values.raw_status;
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auto& emulated = console.motion_values.emulated;
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raw_status = TransformToMotion(callback);
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emulated.SetAcceleration(Common::Vec3f{
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raw_status.accel.x.value,
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raw_status.accel.y.value,
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raw_status.accel.z.value,
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});
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emulated.SetGyroscope(Common::Vec3f{
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raw_status.gyro.x.value,
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raw_status.gyro.y.value,
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raw_status.gyro.z.value,
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});
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emulated.UpdateRotation(raw_status.delta_timestamp);
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emulated.UpdateOrientation(raw_status.delta_timestamp);
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if (is_configuring) {
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TriggerOnChange(ConsoleTriggerType::Motion);
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return;
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}
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auto& motion = console.motion_state;
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motion.accel = emulated.GetAcceleration();
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motion.gyro = emulated.GetGyroscope();
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motion.rotation = emulated.GetGyroscope();
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motion.orientation = emulated.GetOrientation();
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motion.quaternion = emulated.GetQuaternion();
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motion.is_at_rest = !emulated.IsMoving(motion_sensitivity);
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TriggerOnChange(ConsoleTriggerType::Motion);
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}
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void EmulatedConsole::SetTouch(Common::Input::CallbackStatus callback,
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[[maybe_unused]] std::size_t index) {
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if (index >= console.touch_values.size()) {
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return;
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}
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std::lock_guard lock{mutex};
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console.touch_values[index] = TransformToTouch(callback);
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if (is_configuring) {
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TriggerOnChange(ConsoleTriggerType::Touch);
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return;
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}
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// TODO(german77): Remap touch id in sequential order
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console.touch_state[index] = {
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.position = {console.touch_values[index].x.value, console.touch_values[index].y.value},
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.id = static_cast<u32>(console.touch_values[index].id),
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.pressed = console.touch_values[index].pressed.value,
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};
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TriggerOnChange(ConsoleTriggerType::Touch);
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}
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ConsoleMotionValues EmulatedConsole::GetMotionValues() const {
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return console.motion_values;
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}
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TouchValues EmulatedConsole::GetTouchValues() const {
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return console.touch_values;
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}
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ConsoleMotion EmulatedConsole::GetMotion() const {
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return console.motion_state;
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}
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TouchFingerState EmulatedConsole::GetTouch() const {
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return console.touch_state;
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}
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void EmulatedConsole::TriggerOnChange(ConsoleTriggerType type) {
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for (const auto& poller_pair : callback_list) {
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const ConsoleUpdateCallback& poller = poller_pair.second;
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if (poller.on_change) {
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poller.on_change(type);
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}
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}
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}
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int EmulatedConsole::SetCallback(ConsoleUpdateCallback update_callback) {
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std::lock_guard lock{mutex};
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callback_list.insert_or_assign(last_callback_key, update_callback);
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return last_callback_key++;
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}
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void EmulatedConsole::DeleteCallback(int key) {
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std::lock_guard lock{mutex};
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const auto& iterator = callback_list.find(key);
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if (iterator == callback_list.end()) {
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LOG_ERROR(Input, "Tried to delete non-existent callback {}", key);
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return;
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}
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callback_list.erase(iterator);
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}
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} // namespace Core::HID
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