195 lines
5.5 KiB
C++
195 lines
5.5 KiB
C++
#include "global.h"
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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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static const float TIME_BEFORE_SLOW_REPEATS = 0.25f;
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static const float TIME_BEFORE_FAST_REPEATS = 1.5f;
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static const float SLOW_REPEATS_PER_SEC = 8;
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static const float FAST_REPEATS_PER_SEC = 8;
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static float g_fTimeBeforeSlow, g_fTimeBeforeFast, g_fTimeBetweenSlow, g_fTimeBetweenFast;
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InputFilter::InputFilter()
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{
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queuemutex = new RageMutex("InputFilter");
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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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}
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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::SetRepeatRate( float fSlowDelay, float fSlowRate, float fFastDelay, float fFastRate )
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{
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g_fTimeBeforeSlow = fSlowDelay;
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g_fTimeBeforeFast = fFastDelay;
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g_fTimeBetweenSlow = 1/fSlowRate;
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g_fTimeBetweenFast = 1/fFastRate;
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}
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void InputFilter::ResetRepeatRate()
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{
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SetRepeatRate( TIME_BEFORE_SLOW_REPEATS, SLOW_REPEATS_PER_SEC, TIME_BEFORE_FAST_REPEATS, FAST_REPEATS_PER_SEC );
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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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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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bs.m_BeingHeld = Down;
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bs.m_fSecsHeld = 0;
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queue.push_back( InputEvent(di,Down? IET_FIRST_PRESS:IET_RELEASE) );
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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[dev]; ++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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// 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)0,0,1.0f,now);
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for( int d=0; d<NUM_INPUT_DEVICES; d++ ) // foreach InputDevice
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{
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di.device = (InputDevice)d;
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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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/* 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 = 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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if( fOldHoldTime > g_fTimeBeforeSlow )
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{
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if( fOldHoldTime > g_fTimeBeforeFast )
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{
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fTimeBetweenRepeats = g_fTimeBetweenFast;
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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 = g_fTimeBetweenSlow;
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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_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_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_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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{
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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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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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