cleanup, handle IET_LEVEL_CHANGED
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@@ -19,8 +19,7 @@ static float g_fTimeBeforeSlow, g_fTimeBeforeFast, g_fTimeBetweenSlow, g_fTimeBe
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InputFilter::InputFilter()
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{
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queuemutex = new RageMutex("InputFilter");
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memset( m_BeingHeld, 0, sizeof(m_BeingHeld) );
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memset( m_fSecsHeld, 0, sizeof(m_fSecsHeld) );
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memset( m_ButtonState, 0, sizeof(m_ButtonState) );
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Reset();
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ResetRepeatRate();
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@@ -54,13 +53,17 @@ void InputFilter::ButtonPressed( DeviceInput di, bool Down )
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{
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LockMut(*queuemutex);
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if(m_BeingHeld[di.device][di.button] == Down)
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ButtonState &bs = m_ButtonState[di.device][di.button];
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bs.m_Level = di.level;
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if( bs.m_BeingHeld == Down )
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return;
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const bool WasBeingPressed = IsBeingPressed( di );
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m_BeingHeld[di.device][di.button] = Down;
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m_fSecsHeld[di.device][di.button] = 0;
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bs.m_BeingHeld = Down;
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bs.m_fSecsHeld = 0;
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if( WasBeingPressed != IsBeingPressed(di) )
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{
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InputEventType iet = IsBeingPressed(di)? IET_FIRST_PRESS:IET_RELEASE;
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@@ -97,7 +100,7 @@ void InputFilter::Update(float fDeltaTime)
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// Don't reconstruct "di" inside the loop. This line alone is
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// taking 4% of the CPU on a P3-666.
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DeviceInput di( (InputDevice)0,0,now);
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DeviceInput di( (InputDevice)0,0,1.0f,now);
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for( int d=0; d<NUM_INPUT_DEVICES; d++ ) // foreach InputDevice
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{
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@@ -105,14 +108,24 @@ void InputFilter::Update(float fDeltaTime)
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for( int b=0; b < NUM_DEVICE_BUTTONS[d]; b++ ) // foreach button
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{
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ButtonState &bs = m_ButtonState[d][b];
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di.button = b;
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di.level = bs.m_Level;
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if( !IsBeingPressed(di) )
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/* Generate IET_LEVEL_CHANGED events. */
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if( bs.m_LastLevel != bs.m_Level )
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{
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queue.push_back( InputEvent(di,IET_LEVEL_CHANGED) );
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bs.m_LastLevel = bs.m_Level;
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}
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/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
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if( !bs.m_BeingHeld )
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continue;
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const float fOldHoldTime = m_fSecsHeld[d][b];
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m_fSecsHeld[d][b] += fDeltaTime;
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const float fNewHoldTime = m_fSecsHeld[d][b];
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const float fOldHoldTime = bs.m_fSecsHeld;
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bs.m_fSecsHeld += fDeltaTime;
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const float fNewHoldTime = bs.m_fSecsHeld;
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float fTimeBetweenRepeats;
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InputEventType iet;
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@@ -140,17 +153,17 @@ void InputFilter::Update(float fDeltaTime)
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bool InputFilter::IsBeingPressed( DeviceInput di )
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{
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return m_BeingHeld[di.device][di.button];
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return m_ButtonState[di.device][di.button].m_BeingHeld;
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}
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float InputFilter::GetSecsHeld( DeviceInput di )
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{
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return m_fSecsHeld[di.device][di.button];
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return m_ButtonState[di.device][di.button].m_fSecsHeld;
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}
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void InputFilter::ResetKeyRepeat( DeviceInput di )
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{
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m_fSecsHeld[di.device][di.button] = 0;
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m_ButtonState[di.device][di.button].m_fSecsHeld = 0;
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}
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void InputFilter::GetInputEvents( InputEventArray &array )
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@@ -5,7 +5,26 @@
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#include "RageInputDevice.h"
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enum InputEventType { IET_FIRST_PRESS, IET_SLOW_REPEAT, IET_FAST_REPEAT, IET_RELEASE };
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enum InputEventType
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{
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/* The device was just pressed. */
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IET_FIRST_PRESS,
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/* The device is auto-repeating. These events are guaranteed to be sent only between
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* IET_FIRST_PRESS and IET_RELEASE pairs. */
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IET_SLOW_REPEAT,
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IET_FAST_REPEAT,
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/* The device is no longer pressed. Exactly one IET_RELEASE event will be sent
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* for each IET_FIRST_PRESS. */
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IET_RELEASE,
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/* The depression level of a button has changed. Read di.level to find the new
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* value. This can be sent outside of a IET_FIRST_PRESS/IET_RELEASE pair, since
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* a button/axis can have a non-zero level (eg. outside the axis dead zone) without
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* being high enough to count as a press. */
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IET_LEVEL_CHANGED
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};
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struct InputEvent : public DeviceInput
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{
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@@ -21,8 +40,13 @@ typedef vector<InputEvent> InputEventArray;
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class RageMutex;
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class InputFilter
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{
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bool m_BeingHeld[NUM_INPUT_DEVICES][MAX_DEVICE_BUTTONS];
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float m_fSecsHeld[NUM_INPUT_DEVICES][MAX_DEVICE_BUTTONS];
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struct ButtonState
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{
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bool m_BeingHeld;
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float m_fSecsHeld;
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float m_Level, m_LastLevel;
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};
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ButtonState m_ButtonState[NUM_INPUT_DEVICES][MAX_DEVICE_BUTTONS];
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InputEventArray queue;
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RageMutex *queuemutex;
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