ppsspp/Windows/InputDevice.cpp
Unknown W. Brackets b641ced7e0 Poll controllers on a separate thread on Windows.
This means controllers will sample more than the game fps, and will work
whenever keyboards do.
2014-03-23 23:46:10 -07:00

87 lines
2.4 KiB
C++

// 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/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;
extern InputState input_state;
inline static void ExecuteInputPoll() {
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) {
host->PollControllers(input_state);
}
UpdateInputState(&input_state);
}
static void RunInputThread() {
setCurrentThreadName("InputThread");
// 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();
// 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;
}