Merge pull request #3068 from mickdermack/pr-block-input

Block WX input when detecting controls
This commit is contained in:
shuffle2 2015-10-04 14:19:44 -07:00
commit 552c1f51d8
2 changed files with 56 additions and 1 deletions

View File

@ -492,6 +492,7 @@ void ControlDialog::DetectControl(wxCommandEvent& event)
ciface::Core::Device* const dev = g_controller_interface.FindDevice(m_devq);
if (dev)
{
m_event_filter.BlockEvents(true);
btn->SetLabel(_("[ waiting ]"));
// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
@ -504,6 +505,10 @@ void ControlDialog::DetectControl(wxCommandEvent& event)
SelectControl(ctrl->GetName());
btn->SetLabel(lbl);
// This lets the input events be sent to the filter and discarded before unblocking
wxTheApp->Yield(true);
m_event_filter.BlockEvents(false);
}
}
@ -531,6 +536,7 @@ bool GamepadPage::DetectButton(ControlButton* button)
ciface::Core::Device* const dev = g_controller_interface.FindDevice(controller->default_device);
if (dev)
{
m_event_filter.BlockEvents(true);
button->SetLabel(_("[ waiting ]"));
// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
@ -548,6 +554,10 @@ bool GamepadPage::DetectButton(ControlButton* button)
g_controller_interface.UpdateReference(button->control_reference, controller->default_device);
success = true;
}
// This lets the input events be sent to the filter and discarded before unblocking
wxTheApp->Yield(true);
m_event_filter.BlockEvents(false);
}
UpdateGUI();
@ -1072,3 +1082,14 @@ InputConfigDialog::InputConfigDialog(wxWindow* const parent, InputConfig& config
Bind(wxEVT_TIMER, &InputConfigDialog::UpdateBitmaps, this);
m_update_timer.Start(PREVIEW_UPDATE_TIME, wxTIMER_CONTINUOUS);
}
int InputEventFilter::FilterEvent(wxEvent& event)
{
if (m_block && ShouldCatchEventType(event.GetEventType()))
{
event.StopPropagation();
return Event_Processed;
}
return Event_Skip;
}

View File

@ -17,6 +17,7 @@
#include <vector>
#include <wx/button.h>
#include <wx/dialog.h>
#include <wx/eventfilter.h>
#include <wx/panel.h>
#include <wx/sizer.h>
#include <wx/spinctrl.h>
@ -83,6 +84,36 @@ public:
ControllerEmu::ControlGroup::Setting* const setting;
};
class InputEventFilter : public wxEventFilter
{
public:
InputEventFilter()
{
wxEvtHandler::AddFilter(this);
}
~InputEventFilter()
{
wxEvtHandler::RemoveFilter(this);
}
int FilterEvent(wxEvent& event) override;
void BlockEvents(bool block) { m_block = block; }
private:
static bool ShouldCatchEventType(wxEventType type)
{
return type == wxEVT_KEY_DOWN || type == wxEVT_KEY_UP ||
type == wxEVT_CHAR || type == wxEVT_CHAR_HOOK ||
type == wxEVT_LEFT_DOWN || type == wxEVT_LEFT_UP ||
type == wxEVT_MIDDLE_DOWN || type == wxEVT_MIDDLE_UP ||
type == wxEVT_RIGHT_DOWN || type == wxEVT_RIGHT_UP;
}
bool m_block = false;
};
class GamepadPage;
class ControlDialog : public wxDialog
@ -120,6 +151,7 @@ private:
wxSlider* range_slider;
wxStaticText* m_bound_label;
wxStaticText* m_error_label;
InputEventFilter m_event_filter;
ciface::Core::DeviceQualifier m_devq;
};
@ -209,7 +241,9 @@ private:
ControlDialog* m_control_dialog;
InputConfigDialog* const m_config_dialog;
InputConfig& m_config;
InputConfig& m_config;
InputEventFilter m_event_filter;
bool DetectButton(ControlButton* button);
bool m_iterate = false;
};