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InputDevice.cpp
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99 lines (81 loc) · 2.83 KB
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// Copyright (c) 2014- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <list>
#include <memory>
#include "base/mutex.h"
#include "input/input_state.h"
#include "thread/thread.h"
#include "thread/threadutil.h"
#include "Core/Config.h"
#include "Core/Host.h"
#include "Windows/InputDevice.h"
#include "Windows/XinputDevice.h"
#include "Windows/DinputDevice.h"
#include "Windows/KeyboardDevice.h"
#include "Windows/WindowsHost.h"
static volatile bool inputThreadStatus = false;
static volatile bool inputThreadEnabled = false;
static std::thread *inputThread = NULL;
static recursive_mutex inputMutex;
static condition_variable inputEndCond;
static bool focused = true;
extern InputState input_state;
inline static void ExecuteInputPoll() {
// Hm, we may hold the input_state lock for quite a while (time it takes to poll all devices)...
// If that becomes an issue, maybe should poll to a copy of inputstate and only hold the lock while
// copying that one to the real one?
lock_guard guard(input_state.lock);
input_state.pad_buttons = 0;
input_state.pad_lstick_x = 0;
input_state.pad_lstick_y = 0;
input_state.pad_rstick_x = 0;
input_state.pad_rstick_y = 0;
if (host && (focused || !g_Config.bGamepadOnlyFocused)) {
host->PollControllers(input_state);
}
UpdateInputState(&input_state);
}
static void RunInputThread() {
setCurrentThreadName("Input");
// NOTE: The keyboard and mouse buttons are handled via raw input, not here.
// This is mainly for controllers which need to be polled, instead of generating events.
while (inputThreadEnabled) {
ExecuteInputPoll();
// Try to update 250 times per second.
Sleep(4);
}
lock_guard guard(inputMutex);
inputThreadStatus = false;
inputEndCond.notify_one();
}
void InputDevice::BeginPolling() {
lock_guard guard(inputMutex);
inputThreadEnabled = true;
inputThread = new std::thread(&RunInputThread);
inputThread->detach();
}
void InputDevice::StopPolling() {
inputThreadEnabled = false;
lock_guard guard(inputMutex);
if (inputThreadStatus) {
inputEndCond.wait(inputMutex);
}
delete inputThread;
inputThread = NULL;
}
void InputDevice::GainFocus() {
focused = true;
}
void InputDevice::LoseFocus() {
focused = false;
}