mirror of
https://github.com/hrydgard/ppsspp.git
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100 lines
2.8 KiB
C++
100 lines
2.8 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 <list>
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#include <memory>
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#include "base/mutex.h"
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#include "input/input_state.h"
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#include "thread/thread.h"
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#include "thread/threadutil.h"
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#include "Core/Config.h"
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#include "Core/Host.h"
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#include "Windows/InputDevice.h"
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#include "Windows/XinputDevice.h"
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#include "Windows/DinputDevice.h"
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#include "Windows/KeyboardDevice.h"
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#include "Windows/WindowsHost.h"
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static volatile bool inputThreadStatus = false;
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static volatile bool inputThreadEnabled = false;
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static std::thread *inputThread = NULL;
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static recursive_mutex inputMutex;
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static condition_variable inputEndCond;
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static bool focused = true;
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extern InputState input_state;
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inline static void ExecuteInputPoll() {
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// Hm, we may hold the input_state lock for quite a while (time it takes to poll all devices)...
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// If that becomes an issue, maybe should poll to a copy of inputstate and only hold the lock while
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// copying that one to the real one?
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lock_guard guard(input_state.lock);
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input_state.pad_buttons = 0;
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input_state.pad_lstick_x = 0;
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input_state.pad_lstick_y = 0;
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input_state.pad_rstick_x = 0;
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input_state.pad_rstick_y = 0;
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if (host && (focused || !g_Config.bGamepadOnlyFocused)) {
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host->PollControllers(input_state);
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}
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UpdateInputState(&input_state);
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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 (inputThreadEnabled) {
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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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lock_guard guard(inputMutex);
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inputThreadStatus = false;
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inputEndCond.notify_one();
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}
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void InputDevice::BeginPolling() {
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lock_guard guard(inputMutex);
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inputThreadEnabled = true;
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inputThread = new std::thread(&RunInputThread);
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inputThread->detach();
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}
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void InputDevice::StopPolling() {
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inputThreadEnabled = false;
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lock_guard guard(inputMutex);
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if (inputThreadStatus) {
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inputEndCond.wait(inputMutex);
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}
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delete inputThread;
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inputThread = NULL;
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}
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void InputDevice::GainFocus() {
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focused = true;
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}
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void InputDevice::LoseFocus() {
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focused = false;
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}
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