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70 lines
2.0 KiB
C++
70 lines
2.0 KiB
C++
// Copyright (c) 2014- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "stdafx.h"
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#include <thread>
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#include <atomic>
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#include "Common/Input/InputState.h"
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#include "Common/System/System.h"
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#include "Common/Thread/ThreadUtil.h"
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#include "Core/Config.h"
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#include "Windows/InputDevice.h"
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static std::atomic_flag threadRunningFlag;
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static std::thread inputThread;
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static std::atomic_bool focused = ATOMIC_VAR_INIT(true);
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inline static void ExecuteInputPoll() {
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if (focused.load(std::memory_order_relaxed) || !g_Config.bGamepadOnlyFocused) {
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System_Notify(SystemNotification::POLL_CONTROLLERS);
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}
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}
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static void RunInputThread() {
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SetCurrentThreadName("Input");
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// NOTE: The keyboard and mouse buttons are handled via raw input, not here.
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// This is mainly for controllers which need to be polled, instead of generating events.
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while (threadRunningFlag.test_and_set(std::memory_order_relaxed)) {
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ExecuteInputPoll();
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// Try to update 250 times per second.
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Sleep(4);
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}
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}
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void InputDevice::BeginPolling() {
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threadRunningFlag.test_and_set(std::memory_order_relaxed);
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inputThread = std::thread(&RunInputThread);
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}
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void InputDevice::StopPolling() {
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threadRunningFlag.clear(std::memory_order_relaxed);
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inputThread.join();
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}
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void InputDevice::GainFocus() {
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focused.store(true, std::memory_order_relaxed);
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}
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void InputDevice::LoseFocus() {
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focused.store(false, std::memory_order_relaxed);
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}
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