197 lines
5.0 KiB
C++
197 lines
5.0 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: InputFilter
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "InputFilter.h"
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#include "RageLog.h"
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#include "RageInput.h"
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#include "RageThreads.h"
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InputFilter* INPUTFILTER = NULL; // global and accessable from anywhere in our program
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InputFilter::InputFilter()
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{
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queuemutex = new RageMutex;
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memset( m_BeingHeld, 0, sizeof(m_BeingHeld) );
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memset( m_BeingForced, 0, sizeof(m_BeingForced) );
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memset( m_fSecsHeld, 0, sizeof(m_fSecsHeld) );
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for( int d=0; d<NUM_INPUT_DEVICES; d++ ) // foreach InputDevice
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for( int b=0; b < NUM_DEVICE_BUTTONS; b++ ) // foreach button
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m_fSecsToForce[d][b] = -1;
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Reset();
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}
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InputFilter::~InputFilter()
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{
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delete queuemutex;
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}
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void InputFilter::Reset()
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{
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for( int i=0; i<NUM_INPUT_DEVICES; i++ )
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ResetDevice( InputDevice(i) );
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}
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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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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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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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queue.push_back( InputEvent(di,iet) );
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}
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}
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/* Force a key down. Duration is the amount of time to force the key, or 0 to force
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* it until we explicitly call StopForcingKey. */
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void InputFilter::ForceKey( DeviceInput di, float duration )
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{
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LockMut(*queuemutex);
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if( m_BeingForced[di.device][di.button] )
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return;
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const bool WasBeingPressed = IsBeingPressed( di );
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m_BeingForced[di.device][di.button] = true;
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m_fSecsToForce[di.device][di.button] = duration;
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m_fSecsHeld[di.device][di.button] = 0;
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/* Send an IET_FIRST_PRESS event if the key wasn't already down. */
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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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queue.push_back( InputEvent(di,iet) );
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}
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}
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void InputFilter::StopForcingKey( DeviceInput di )
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{
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LockMut(*queuemutex);
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if( !m_BeingForced[di.device][di.button] )
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return;
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const bool WasBeingPressed = IsBeingPressed( di );
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m_BeingForced[di.device][di.button] = false;
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m_fSecsToForce[di.device][di.button] = 0;
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m_fSecsHeld[di.device][di.button] = 0;
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/* Send an IET_RELEASE event if the key is no longer down. */
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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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queue.push_back( InputEvent(di,iet) );
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}
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}
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/* Release all buttons on the given device. */
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void InputFilter::ResetDevice( InputDevice dev )
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{
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for( int button = 0; button < NUM_DEVICE_BUTTONS; ++button )
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ButtonPressed( DeviceInput(dev, button), false );
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}
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void InputFilter::Update(float fDeltaTime)
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{
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RageTimer now;
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// Constructing the DeviceInput inside the nested loops caues terrible
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// performance. So, construct it once outside the loop, then change
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// .device and .button inside the loop. I have no idea what is causing
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// the slowness. DeviceInput is a very small and simple structure, but
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// it's constructor was being called NUM_INPUT_DEVICES*NUM_DEVICE_BUTTONS
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// (>2000) times per Update().
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/* This should be fixed: DeviceInput's ctor uses an init list, so RageTimer
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* isn't initialized each time. */
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// DeviceInput di( (InputDevice)0,0,now);
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INPUTMAN->Update( fDeltaTime );
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/* Make sure that nothing gets inserted while we do this, to prevent
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* things like "key pressed, key release, key repeat". */
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LockMut(*queuemutex);
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for( int d=0; d<NUM_INPUT_DEVICES; d++ ) // foreach InputDevice
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{
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for( int b=0; b < NUM_DEVICE_BUTTONS; b++ ) // foreach button
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{
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DeviceInput di( (InputDevice)d,b,now);
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if( m_fSecsToForce[d][b] > 0 )
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{
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m_fSecsToForce[d][b] -= fDeltaTime;
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if( m_fSecsToForce[d][b] <= 0 )
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StopForcingKey( di );
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}
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if( !IsBeingPressed(di) )
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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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float fTimeBetweenRepeats;
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InputEventType iet;
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if( fOldHoldTime > TIME_BEFORE_SLOW_REPEATS )
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{
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if( fOldHoldTime > TIME_BEFORE_FAST_REPEATS )
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{
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fTimeBetweenRepeats = TIME_BETWEEN_FAST_REPEATS;
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iet = IET_FAST_REPEAT;
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}
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else
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{
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fTimeBetweenRepeats = TIME_BETWEEN_SLOW_REPEATS;
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iet = IET_SLOW_REPEAT;
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}
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if( int(fOldHoldTime/fTimeBetweenRepeats) != int(fNewHoldTime/fTimeBetweenRepeats) )
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{
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queue.push_back( InputEvent(di,iet) );
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}
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}
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}
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}
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}
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bool InputFilter::IsBeingPressed( DeviceInput di )
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{
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return m_BeingHeld[di.device][di.button] || m_BeingForced[di.device][di.button];
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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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}
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void InputFilter::GetInputEvents( InputEventArray &array )
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{
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LockMut(*queuemutex);
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array = queue;
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queue.clear();
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}
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