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<title>eglantine-cirakg/src/input_common/drivers/sdl_driver.h, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
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<updated>2026-10-14T19:24:35+00:00</updated>
<entry>
<title>[input/sdl] nuke SDL_Vibration thread (#4299)</title>
<updated>2026-10-14T19:24:35+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-10-14T19:24:35+00:00</published>
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<id>urn:sha1:fb51a1253447a2655382d3cf952c4c470a1d96c6</id>
<content type='text'>
Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

isn't it net faster to just...send things, serially?
especially since vibration occurs so non-often...
i dont think it would cause any issues

TEST: if this causes ANY sort of perf regression on games
when the thing vibrates WITH AN SDL CONFIGURED GAMEPAD OR WHATEVER

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4299
Reviewed-by: Maufeat &lt;sahyno1996@gmail.com&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
</content>
</entry>
<entry>
<title>[common] Switch to boost::unordered_flat containers (#4326)</title>
<updated>2026-08-31T00:58:09+00:00</updated>
<author>
<name>crueter</name>
<email>crueter@eden-emu.dev</email>
</author>
<published>2026-08-31T00:58:09+00:00</published>
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<id>urn:sha1:7fda6dde73ab9fa1eab40d43c90720a1d9ba054f</id>
<content type='text'>
Replaces all instances of ankerl's unordered map/set with boost's
`unordered_flat_*` classes. This uses std::hash since boost::hash is
actually a lot slower.

Also adds an abstraction layer in `Common` so future changes are quicker
and easier.

Other implementation details:
- ankerl provided hash specializations for tuple and pair, so those were
  ported here
- std::erase_if doesn't work on boost, so just used the ADL'd erase_if

This should be about equal or superior performance as unordered_dense for everything except iteration.

Signed-off-by: crueter &lt;crueter@eden-emu.dev&gt;

- [x] I have read and followed the [Contribution Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/CONTRIBUTING.md#code-contributions).
- [x] I have read and followed the [AI Policy](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/AI.md)
- [x] I have read and followed the [Coding Guidelines](https://git.eden-emu.dev/eden-emu/eden/src/branch/master/docs/policies/Coding.md) to the best of my ability.

-------------------

Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/4326
Reviewed-by: Lizzie and Samuel &lt;lizzie@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[externals] Update to SDL3 (#3952)</title>
<updated>2026-05-18T17:07:41+00:00</updated>
<author>
<name>Kaydax</name>
<email>kaydax@kaydax.xyz</email>
</author>
<published>2026-05-18T17:07:41+00:00</published>
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<id>urn:sha1:ad2e1cc554ecd363ae1412b66d537464bba001e7</id>
<content type='text'>
Since the launch of the steam controller I think it's only best to push towards updating to SDL3 allowing for a wider range of controller support

I went ahead and started on getting it working. Everything here should be functional, I've personally tested it all on Arch Linux. Still untested on windows, so looking for feedback on that

Any feedback and help would be appreciated!

Main changes:
- Bump everything to SDL3
- Handle SDL3 audio and input
- Add steam controller support, including HD Rumble
- Improved battery reporting via the status icon by using real % rather than state alone

Co-authored-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3952
Reviewed-by: crueter &lt;crueter@eden-emu.dev&gt;
Reviewed-by: MaranBr &lt;maranbr@eden-emu.dev&gt;
Reviewed-by: Lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>[*] change all std::unordered_map and std::unordered_set into ankerl::unordered_dense::map/set variants (#3442)</title>
<updated>2026-02-10T02:34:07+00:00</updated>
<author>
<name>lizzie</name>
<email>lizzie@eden-emu.dev</email>
</author>
<published>2026-02-10T02:34:07+00:00</published>
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<id>urn:sha1:a8093c2a3cf98ccccabeb1d6a2c1ccc5e191557f</id>
<content type='text'>
mainly doing this to reduce memory footprint; we all know how nice ankerl::unordered_dense is

in theory 4x faster - in practice these maps arent that "hot" anyways so not likely to have much perf gained

i just want to reduce mem fragmentation to ease my porting process, plus it helps other platforms as well (ahem weak Mediatek devices) :)

Signed-off-by: lizzie &lt;lizzie@eden-emu.dev&gt;

Co-authored-by: Caio Oliveira &lt;caiooliveirafarias0@gmail.com&gt;
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3442
Reviewed-by: DraVee &lt;dravee@eden-emu.dev&gt;
Reviewed-by: CamilleLaVey &lt;camillelavey99@gmail.com&gt;
Co-authored-by: lizzie &lt;lizzie@eden-emu.dev&gt;
Co-committed-by: lizzie &lt;lizzie@eden-emu.dev&gt;
</content>
</entry>
<entry>
<title>android: Play vibrations asynchronously</title>
<updated>2024-02-23T21:41:59+00:00</updated>
<author>
<name>t895</name>
<email>clombardo169@gmail.com</email>
</author>
<published>2024-02-23T21:00:48+00:00</published>
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<id>urn:sha1:ebcf0a341566a1e707dc52441860a8215bc03185</id>
<content type='text'>
</content>
</entry>
<entry>
<title>core: hid: Split SL and SR buttons</title>
<updated>2023-11-12T03:03:15+00:00</updated>
<author>
<name>german77</name>
<email>juangerman-13@hotmail.com</email>
</author>
<published>2023-11-12T02:54:06+00:00</published>
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<id>urn:sha1:6788dffa53aa8f87d941de14c9da101ca8911076</id>
<content type='text'>
</content>
</entry>
<entry>
<title>input_common: set `SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS` to 0</title>
<updated>2023-07-07T19:59:47+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@tutanota.com</email>
</author>
<published>2023-07-07T19:59:47+00:00</published>
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<id>urn:sha1:ef46437605d4ba2e73afbda80dc079860cc4deef</id>
<content type='text'>
This allows to share the mappings between Nintendo and non-Nintendo controllers.
Breaks the controller configuration for existing users who are using a Nintendo controller.

(Documentation of the hint https://github.com/libsdl-org/SDL/blob/92b3c53c92971e685254fd89f89ce6bde8cea60e/include/SDL_hints.h#L512-L532)
</content>
</entry>
<entry>
<title>input_common: Use DriverResult on all engines</title>
<updated>2023-01-20T00:05:22+00:00</updated>
<author>
<name>german77</name>
<email>juangerman-13@hotmail.com</email>
</author>
<published>2022-12-26T17:11:01+00:00</published>
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<id>urn:sha1:5cbeb6f1c485a8af4e60760e8319584cb20fa9fc</id>
<content type='text'>
</content>
</entry>
<entry>
<title>input_common: Pump sdl events from main thread</title>
<updated>2022-11-27T17:09:40+00:00</updated>
<author>
<name>german77</name>
<email>juangerman-13@hotmail.com</email>
</author>
<published>2022-11-27T01:08:44+00:00</published>
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<id>urn:sha1:cddbfe5e6769a16d57b0db135b611bf4405d1b32</id>
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</content>
</entry>
<entry>
<title>input_common: cache vibration tests</title>
<updated>2022-10-21T05:24:08+00:00</updated>
<author>
<name>german77</name>
<email>juangerman-13@hotmail.com</email>
</author>
<published>2022-10-21T05:23:12+00:00</published>
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