Files
itgmania212121/stepmania/src/InputFilter.cpp
T
2003-09-28 23:23:21 +00:00

197 lines
5.0 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
InputFilter::InputFilter()
{
queuemutex = new RageMutex;
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; b++ ) // foreach button
m_fSecsToForce[d][b] = -1;
Reset();
}
InputFilter::~InputFilter()
{
delete queuemutex;
}
void InputFilter::Reset()
{
for( int i=0; i<NUM_INPUT_DEVICES; i++ )
ResetDevice( InputDevice(i) );
}
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( WasBeingPressed != IsBeingPressed(di) )
{
InputEventType iet = IsBeingPressed(di)? IET_FIRST_PRESS:IET_RELEASE;
queue.push_back( InputEvent(di,iet) );
}
}
/* 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; ++button )
ButtonPressed( DeviceInput(dev, button), false );
}
void InputFilter::Update(float fDeltaTime)
{
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);
for( int d=0; d<NUM_INPUT_DEVICES; d++ ) // foreach InputDevice
{
for( int b=0; b < NUM_DEVICE_BUTTONS; b++ ) // foreach button
{
DeviceInput di( (InputDevice)d,b,now);
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 > TIME_BEFORE_SLOW_REPEATS )
{
if( fOldHoldTime > TIME_BEFORE_FAST_REPEATS )
{
fTimeBetweenRepeats = TIME_BETWEEN_FAST_REPEATS;
iet = IET_FAST_REPEAT;
}
else
{
fTimeBetweenRepeats = TIME_BETWEEN_SLOW_REPEATS;
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::GetInputEvents( InputEventArray &array )
{
LockMut(*queuemutex);
array = queue;
queue.clear();
}