// 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 #include #include #include #include "input/input_state.h" #include "thread/threadutil.h" #include "Core/Config.h" #include "Core/Host.h" #include "Windows/InputDevice.h" #include "Windows/WindowsHost.h" static volatile bool inputThreadStatus = false; static volatile bool inputThreadEnabled = false; static std::thread *inputThread = NULL; static std::mutex inputMutex; static std::condition_variable inputEndCond; static bool focused = true; inline static void ExecuteInputPoll() { if (host && (focused || !g_Config.bGamepadOnlyFocused)) { host->PollControllers(); } } 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); } std::lock_guard guard(inputMutex); inputThreadStatus = false; inputEndCond.notify_one(); } void InputDevice::BeginPolling() { std::lock_guard guard(inputMutex); inputThreadEnabled = true; inputThread = new std::thread(&RunInputThread); inputThread->detach(); } void InputDevice::StopPolling() { inputThreadEnabled = false; std::unique_lock guard(inputMutex); if (inputThreadStatus) { inputEndCond.wait(guard); } delete inputThread; inputThread = NULL; } void InputDevice::GainFocus() { focused = true; } void InputDevice::LoseFocus() { focused = false; }