Files
itgmania212121/stepmania/src/InputFilter.cpp
T
Glenn Maynard aedc2d39e1 remove trace
2004-04-20 04:13:23 +00:00

269 lines
7.3 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: InputFilter
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "InputFilter.h"
#include "RageLog.h"
#include "RageInput.h"
#include "RageThreads.h"
InputFilter* INPUTFILTER = NULL; // global and accessable from anywhere in our program
static const float TIME_BEFORE_SLOW_REPEATS = 0.25f;
static const float TIME_BEFORE_FAST_REPEATS = 1.5f;
static const float SLOW_REPEATS_PER_SEC = 8;
static const float FAST_REPEATS_PER_SEC = 8;
static float g_fTimeBeforeSlow, g_fTimeBeforeFast, g_fTimeBetweenSlow, g_fTimeBetweenFast;
InputFilter::InputFilter()
{
queuemutex = new RageMutex("InputFilter");
memset( m_BeingHeld, 0, sizeof(m_BeingHeld) );
memset( m_BeingForced, 0, sizeof(m_BeingForced) );
memset( m_fSecsHeld, 0, sizeof(m_fSecsHeld) );
for( int d=0; d<NUM_INPUT_DEVICES; d++ ) // foreach InputDevice
for( int b=0; b < NUM_DEVICE_BUTTONS[d]; b++ ) // foreach button
m_fSecsToForce[d][b] = -1;
Reset();
ResetRepeatRate();
}
InputFilter::~InputFilter()
{
delete queuemutex;
}
void InputFilter::Reset()
{
for( int i=0; i<NUM_INPUT_DEVICES; i++ )
ResetDevice( InputDevice(i) );
}
void InputFilter::SetRepeatRate( float fSlowDelay, float fSlowRate, float fFastDelay, float fFastRate )
{
g_fTimeBeforeSlow = fSlowDelay;
g_fTimeBeforeFast = fFastDelay;
g_fTimeBetweenSlow = 1/fSlowRate;
g_fTimeBetweenFast = 1/fFastRate;
}
void InputFilter::ResetRepeatRate()
{
SetRepeatRate( TIME_BEFORE_SLOW_REPEATS, SLOW_REPEATS_PER_SEC, TIME_BEFORE_FAST_REPEATS, FAST_REPEATS_PER_SEC );
}
void InputFilter::ButtonPressed( DeviceInput di, bool Down )
{
LockMut(*queuemutex);
if(m_BeingHeld[di.device][di.button] == Down)
return;
const bool WasBeingPressed = IsBeingPressed( di );
m_BeingHeld[di.device][di.button] = Down;
m_fSecsHeld[di.device][di.button] = 0;
#if 0
if( 1 ) // PREFSMAN->m_bJoytechInput && di.IsJoystick() )
{
/* If this is a release of the right button, force it down for a little while, so
* the axis motion has a chance to come in before we register the right arrow release. */
const int RightButton = 'd';//JOY_13;
// const int LeftButton = 'a';//JOY_15;
if( !Down && di.button == RightButton )
{
LOG->Trace("temp force d");
ForceKey( DeviceInput(di.device, RightButton), 1 );
}
}
#endif
if( WasBeingPressed != IsBeingPressed(di) )
{
InputEventType iet = IsBeingPressed(di)? IET_FIRST_PRESS:IET_RELEASE;
queue.push_back( InputEvent(di,iet) );
}
#if 0
if( 1 ) // PREFSMAN->m_bJoytechInput && di.IsJoystick() )
{
const int RightButton = 'd';//JOY_13;
const int LeftButton = 'a';//JOY_15;
bool NeedToForceBothButtons =
IsBeingPressed( DeviceInput(di.device, 'e'/*JOY_RIGHT*/) ) &&
!IsBeingPressed( DeviceInput(di.device, RightButton) );
LOG->Trace("--- %i", NeedToForceBothButtons );
if( NeedToForceBothButtons )
{
ForceKey( DeviceInput(di.device, RightButton), 0 );
ForceKey( DeviceInput(di.device, LeftButton), 0 );
} else {
StopForcingKey( DeviceInput(di.device, RightButton) );
StopForcingKey( DeviceInput(di.device, LeftButton) );
}
}
#endif
}
/* Force a key down. Duration is the amount of time to force the key, or 0 to force
* it until we explicitly call StopForcingKey. */
void InputFilter::ForceKey( DeviceInput di, float duration )
{
LockMut(*queuemutex);
if( m_BeingForced[di.device][di.button] )
return;
const bool WasBeingPressed = IsBeingPressed( di );
m_BeingForced[di.device][di.button] = true;
m_fSecsToForce[di.device][di.button] = duration;
m_fSecsHeld[di.device][di.button] = 0;
/* Send an IET_FIRST_PRESS event if the key wasn't already down. */
if( WasBeingPressed != IsBeingPressed( di ) )
{
InputEventType iet = IsBeingPressed(di)? IET_FIRST_PRESS:IET_RELEASE;
queue.push_back( InputEvent(di,iet) );
}
}
void InputFilter::StopForcingKey( DeviceInput di )
{
LockMut(*queuemutex);
if( !m_BeingForced[di.device][di.button] )
return;
const bool WasBeingPressed = IsBeingPressed( di );
m_BeingForced[di.device][di.button] = false;
m_fSecsToForce[di.device][di.button] = 0;
m_fSecsHeld[di.device][di.button] = 0;
/* Send an IET_RELEASE event if the key is no longer down. */
if( WasBeingPressed != IsBeingPressed(di) )
{
InputEventType iet = IsBeingPressed(di)? IET_FIRST_PRESS:IET_RELEASE;
queue.push_back( InputEvent(di,iet) );
}
}
/* Release all buttons on the given device. */
void InputFilter::ResetDevice( InputDevice dev )
{
for( int button = 0; button < NUM_DEVICE_BUTTONS[dev]; ++button )
ButtonPressed( DeviceInput(dev, button), false );
}
void InputFilter::Update(float fDeltaTime)
{
// static float AutoStartTime=0;
// AutoStartTime -= fDeltaTime;
// if( AutoStartTime <= 0 )
// {
// AutoStartTime = 0.5f;
// ButtonPressed( DeviceInput(DEVICE_KEYBOARD, 'a'), true );
// ButtonPressed( DeviceInput(DEVICE_KEYBOARD, 'a'), false );
// }
RageTimer now;
// Constructing the DeviceInput inside the nested loops caues terrible
// performance. So, construct it once outside the loop, then change
// .device and .button inside the loop. I have no idea what is causing
// the slowness. DeviceInput is a very small and simple structure, but
// it's constructor was being called NUM_INPUT_DEVICES*NUM_DEVICE_BUTTONS
// (>2000) times per Update().
/* This should be fixed: DeviceInput's ctor uses an init list, so RageTimer
* isn't initialized each time. */
// DeviceInput di( (InputDevice)0,0,now);
INPUTMAN->Update( fDeltaTime );
/* Make sure that nothing gets inserted while we do this, to prevent
* things like "key pressed, key release, key repeat". */
LockMut(*queuemutex);
// Don't reconstruct "di" inside the loop. This line alone is
// taking 4% of the CPU on a P3-666.
DeviceInput di( (InputDevice)0,0,now);
for( int d=0; d<NUM_INPUT_DEVICES; d++ ) // foreach InputDevice
{
di.device = (InputDevice)d;
for( int b=0; b < NUM_DEVICE_BUTTONS[d]; b++ ) // foreach button
{
di.button = b;
if( m_fSecsToForce[d][b] > 0 )
{
m_fSecsToForce[d][b] -= fDeltaTime;
if( m_fSecsToForce[d][b] <= 0 )
StopForcingKey( di );
}
if( !IsBeingPressed(di) )
continue;
const float fOldHoldTime = m_fSecsHeld[d][b];
m_fSecsHeld[d][b] += fDeltaTime;
const float fNewHoldTime = m_fSecsHeld[d][b];
float fTimeBetweenRepeats;
InputEventType iet;
if( fOldHoldTime > g_fTimeBeforeSlow )
{
if( fOldHoldTime > g_fTimeBeforeFast )
{
fTimeBetweenRepeats = g_fTimeBetweenFast;
iet = IET_FAST_REPEAT;
}
else
{
fTimeBetweenRepeats = g_fTimeBetweenSlow;
iet = IET_SLOW_REPEAT;
}
if( int(fOldHoldTime/fTimeBetweenRepeats) != int(fNewHoldTime/fTimeBetweenRepeats) )
{
queue.push_back( InputEvent(di,iet) );
}
}
}
}
}
bool InputFilter::IsBeingPressed( DeviceInput di )
{
return m_BeingHeld[di.device][di.button] || m_BeingForced[di.device][di.button];
}
float InputFilter::GetSecsHeld( DeviceInput di )
{
return m_fSecsHeld[di.device][di.button];
}
void InputFilter::ResetKeyRepeat( DeviceInput di )
{
m_fSecsHeld[di.device][di.button] = 0;
}
void InputFilter::GetInputEvents( InputEventArray &array )
{
LockMut(*queuemutex);
array = queue;
queue.clear();
}