fix more input stuff better
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2425b3c87a
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61f466ca8e
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@ -14,7 +14,6 @@ namespace BizHawk.MultiClient
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public static IEmulator Emulator;
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public static CoreInputComm CoreInputComm;
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public static RomGame Game;
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public static Controller ClientControls;
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public static Controller SMSControls;
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public static Controller PCEControls;
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public static Controller GenControls;
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@ -29,7 +28,8 @@ namespace BizHawk.MultiClient
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public static MultitrackRewiringControllerAdapter MultitrackRewiringControllerAdapter = new MultitrackRewiringControllerAdapter();
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//user -> ActiveController -> TurboAdapter(TBD) -> Lua(?) -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> MovieInputController -> ControllerOutput(1) -> Game
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//user -> Input -> ActiveController -> TurboAdapter(TBD) -> Lua(?) -> ..
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//.. -> MultitrackRewiringControllerAdapter -> MovieInputSourceAdapter -> MovieInputController -> ControllerOutput(1) -> Game
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//(1)->Input Display
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//the original source controller, bound to the user, sort of the "input" port for the chain, i think
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@ -38,9 +38,15 @@ namespace BizHawk.MultiClient
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//the "output" port for the controller chain.
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public static IController ControllerOutput;
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public static Input.InputCoalescer InputCoalescer;
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//input state which has been destined for game controller inputs are coalesced here
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public static InputCoalescer ControllerInputCoalescer = new InputCoalescer();
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//input state which has been destined for client hotkey consumption are colesced here
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public static InputCoalescer HotkeyCoalescer = new InputCoalescer();
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public static UD_LR_ControllerAdapter UD_LR_ControllerAdapter = new UD_LR_ControllerAdapter();
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public static Controller ClientControls;
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public static string GetOutputControllersAsMnemonic()
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{
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MnemonicsGenerator mg = new MnemonicsGenerator();
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@ -14,6 +14,7 @@ namespace BizHawk.MultiClient
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private List<string> removeFromForcePressedButtons = new List<string>();
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private List<string> programmaticallyPressedButtons = new List<string>();
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//look for bindings which are activated by the supplied physical button.
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public List<string> SearchBindings(string button)
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{
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var ret = new List<string>();
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@ -1,13 +1,28 @@
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Threading;
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using System.Windows.Forms;
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using SlimDX.DirectInput;
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//maybe todo - split into an event processor class (which can grab events from the main input class and be used to step through them independently)
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namespace BizHawk.MultiClient
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{
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//coalesces events back into instantaneous states
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public class InputCoalescer : SimpleController
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{
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public void Receive(Input.InputEvent ie)
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{
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bool state = ie.EventType == Input.InputEventType.Press;
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Buttons[ie.LogicalButton.ToString()] = state;
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//when a button is released, all modified variants of it are released as well
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if (!state)
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{
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var releases = Buttons.Where((kvp) => kvp.Key.Contains("+") && kvp.Key.EndsWith(ie.LogicalButton.Button)).ToArray();
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foreach (var kvp in releases)
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Buttons[kvp.Key] = false;
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}
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}
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}
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public class Input
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{
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@ -34,16 +49,6 @@ namespace BizHawk.MultiClient
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Alt = 262144,
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}
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//coalesces events back into instantaneous states
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public class InputCoalescer : SimpleController
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{
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public void Receive(Input.InputEvent ie)
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{
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bool state = ie.EventType == InputEventType.Press;
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Buttons[ie.LogicalButton.ToString()] = state;
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}
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}
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public static Input Instance { get; private set; }
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Thread UpdateThread;
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@ -92,9 +97,6 @@ namespace BizHawk.MultiClient
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}
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InputCoalescer Coalescer = new InputCoalescer();
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WorkingDictionary<string, bool> LastState = new WorkingDictionary<string, bool>();
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@ -115,7 +117,8 @@ namespace BizHawk.MultiClient
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ModifierKey _Modifiers;
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List<InputEvent> _NewEvents = new List<InputEvent>();
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//TODO - maybe need clearevents for various purposes? maybe not.
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//TODO - maybe need clearevents for various purposes. perhaps when returning from modal dialogs?
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Queue<InputEvent> InputEvents = new Queue<InputEvent>();
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public InputEvent DequeueEvent()
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{
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@ -128,13 +131,8 @@ namespace BizHawk.MultiClient
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void EnqueueEvent(InputEvent ie)
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{
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lock (this)
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{
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InputEvents.Enqueue(ie);
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Coalescer.Receive(ie);
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}
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}
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public bool CheckState(string button) { lock (this) return Coalescer.IsPressed(button); }
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void UpdateThreadProc()
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{
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@ -187,14 +185,10 @@ namespace BizHawk.MultiClient
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//so i will leave this method here for now..
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}
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public bool IsPressed(string control)
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{
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return Instance.CheckState(control);
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}
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//returns the next Press event, if available. should be useful
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public string GetNextPressedButtonOrNull()
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{
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InputEvent ie = Instance.DequeueEvent();
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InputEvent ie = DequeueEvent();
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if (ie == null) return null;
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if (ie.EventType == InputEventType.Release) return null;
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return ie.LogicalButton.ToString();
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@ -280,13 +280,10 @@ namespace BizHawk.MultiClient
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}
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}
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bool _HACK_KEY_FF;
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bool _HACK_KEY_REWIND;
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void SyncThrottle()
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{
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throttle.signal_unthrottle = unthrottled;
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if (_HACK_KEY_FF)
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if (Global.ClientControls["Fast Forward"])
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throttle.SetSpeedPercent(Global.Config.SpeedPercentAlternate);
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else
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throttle.SetSpeedPercent(Global.Config.SpeedPercent);
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@ -316,8 +313,13 @@ namespace BizHawk.MultiClient
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{
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for (; ; )
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{
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//client input-related duties
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Input.Instance.Update();
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CheckHotkeys();
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//handle events and dispatch as a hotkey action, or a hotkey button, or an input button
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ProcessInput();
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Global.ClientControls.LatchFromPhysical(Global.HotkeyCoalescer);
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Global.ActiveController.LatchFromPhysical(Global.ControllerInputCoalescer);
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StepRunLoop_Core();
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if (!IsNullEmulator())
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@ -778,8 +780,9 @@ namespace BizHawk.MultiClient
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void RewireInputChain()
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{
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//insert turbo and lua here?
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Global.InputCoalescer = new Input.InputCoalescer();
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Global.InputCoalescer.Type = Global.ActiveController.Type;
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Global.ControllerInputCoalescer = new InputCoalescer();
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Global.ControllerInputCoalescer.Type = Global.ActiveController.Type;
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Global.UD_LR_ControllerAdapter.Source = Global.ActiveController;
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Global.MultitrackRewiringControllerAdapter.Source = Global.UD_LR_ControllerAdapter;
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Global.MovieInputSourceAdapter.Source = Global.MultitrackRewiringControllerAdapter;
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@ -968,44 +971,56 @@ namespace BizHawk.MultiClient
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UpdateStatusSlots();
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}
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public void CheckHotkeys()
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public void ProcessInput()
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{
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for(;;)
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{
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//loop through all available events
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var ie = Input.Instance.DequeueEvent();
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if(ie == null) break;
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//TODO - wonder what happens if we pop up something interactive as a response to one of these hotkeys? may need to purge further processing
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//TODO - deal with these later somehow
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//look for client control bindings for this key
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var triggers = Global.ClientControls.SearchBindings(ie.LogicalButton.ToString());
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if (triggers.Count == 0)
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{
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//no hotkeys or player inputs bound this, so mutate it to an unmodified key
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//no hotkeys or player inputs bound this, so mutate it to an unmodified key and assign it for use as a game controller input
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//(we have a rule that says: modified events may be used for game controller inputs but not hotkeys)
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var mutated_ie = new Input.InputEvent();
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mutated_ie.EventType = ie.EventType;
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mutated_ie.LogicalButton = ie.LogicalButton;
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mutated_ie.LogicalButton.Modifiers = Input.ModifierKey.None;
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Global.InputCoalescer.Receive(mutated_ie);
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}
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foreach(var trigger in triggers)
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{
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if(trigger == "Fast Forward")
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{
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_HACK_KEY_FF = ie.EventType == Input.InputEventType.Press;
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continue;
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}
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if (trigger == "Rewind")
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{
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_HACK_KEY_REWIND = ie.EventType == Input.InputEventType.Press;
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continue;
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Global.ControllerInputCoalescer.Receive(mutated_ie);
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}
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if(ie.EventType == Input.InputEventType.Release) continue;
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bool handled = false;
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if (ie.EventType == Input.InputEventType.Press)
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{
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foreach (var trigger in triggers)
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{
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handled |= CheckHotkey(trigger);
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}
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}
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//hotkeys which arent handled as actions get coalesced as pollable buttons
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if (!handled)
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{
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Global.HotkeyCoalescer.Receive(ie);
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}
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} //foreach event
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}
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bool CheckHotkey(string trigger)
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{
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//todo - could have these in a table somehow ?
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switch (trigger)
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{
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default:
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return false;
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case "ToolBox":
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LoadToolBox();
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break;
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@ -1174,10 +1189,7 @@ namespace BizHawk.MultiClient
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} //switch(trigger)
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} //foreach triggered hotkey
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} //foreach event
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return true;
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}
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void StepRunLoop_Throttle()
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@ -1199,7 +1211,7 @@ namespace BizHawk.MultiClient
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double frameAdvanceTimestampDelta = (now - FrameAdvanceTimestamp).TotalMilliseconds;
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bool frameProgressTimeElapsed = Global.Config.FrameProgressDelayMs < frameAdvanceTimestampDelta;
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if (/*Global.ClientControls["Frame Advance"] || PressFrameAdvance*/KeyInput.IsPressed(SlimDX.DirectInput.Key.F))
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if (Global.ClientControls["Frame Advance"])
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{
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//handle the initial trigger of a frame advance
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if (FrameAdvanceTimestamp == DateTime.MinValue)
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@ -1238,7 +1250,7 @@ namespace BizHawk.MultiClient
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runFrame = true;
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}
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if (Global.Config.RewindEnabled && _HACK_KEY_REWIND || PressRewind)
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if (Global.Config.RewindEnabled && Global.ClientControls["Rewind"] || PressRewind)
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{
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rewindCredits += Global.Config.SpeedPercent;
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int rewindTodo = rewindCredits / 100;
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@ -1260,7 +1272,7 @@ namespace BizHawk.MultiClient
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if (runFrame)
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{
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runloop_fps++;
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bool ff = _HACK_KEY_FF;
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bool ff = Global.ClientControls["Fast Forward"];
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bool updateFpsString = (runloop_last_ff != ff);
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runloop_last_ff = ff;
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@ -1284,8 +1296,6 @@ namespace BizHawk.MultiClient
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else if (!Global.Config.MuteFrameAdvance)
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genSound = true;
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Global.ActiveController.LatchFromPhysical(Global.InputCoalescer);
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if (UserMovie.GetMovieMode() != MOVIEMODE.INACTIVE)
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{
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UserMovie.LatchInputFromLog();
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