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Make joystick platform code init on demand
This makes joystick support initialize the first time a joystick function is called, including those gamepad functions that are layered on top of joystick functions. Related to #1284. Related to #1646.
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@@ -309,7 +309,7 @@ static void removeCallback(void* context,
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// Initialize joystick interface
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//
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void _glfwInitJoysticksNS(void)
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GLFWbool _glfwPlatformInitJoysticks(void)
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{
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CFMutableArrayRef matching;
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const long usages[] =
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@@ -328,7 +328,7 @@ void _glfwInitJoysticksNS(void)
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if (!matching)
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{
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_glfwInputError(GLFW_PLATFORM_ERROR, "Cocoa: Failed to create array");
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return;
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return GLFW_FALSE;
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}
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for (size_t i = 0; i < sizeof(usages) / sizeof(long); i++)
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@@ -383,19 +383,23 @@ void _glfwInitJoysticksNS(void)
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// Execute the run loop once in order to register any initially-attached
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// joysticks
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CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, false);
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return GLFW_TRUE;
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}
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// Close all opened joystick handles
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//
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void _glfwTerminateJoysticksNS(void)
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void _glfwPlatformTerminateJoysticks(void)
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{
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int jid;
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for (jid = 0; jid <= GLFW_JOYSTICK_LAST; jid++)
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closeJoystick(_glfw.joysticks + jid);
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CFRelease(_glfw.ns.hidManager);
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_glfw.ns.hidManager = NULL;
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if (_glfw.ns.hidManager)
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{
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CFRelease(_glfw.ns.hidManager);
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_glfw.ns.hidManager = NULL;
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}
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}
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