Block WX input when detecting controls
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1c502b76a5
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@ -492,6 +492,7 @@ void ControlDialog::DetectControl(wxCommandEvent& event)
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ciface::Core::Device* const dev = g_controller_interface.FindDevice(m_devq);
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if (dev)
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{
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m_event_filter.BlockEvents(true);
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btn->SetLabel(_("[ waiting ]"));
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// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
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@ -504,6 +505,10 @@ void ControlDialog::DetectControl(wxCommandEvent& event)
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SelectControl(ctrl->GetName());
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btn->SetLabel(lbl);
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// This lets the input events be sent to the filter and discarded before unblocking
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wxTheApp->Yield(true);
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m_event_filter.BlockEvents(false);
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}
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}
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@ -531,6 +536,7 @@ bool GamepadPage::DetectButton(ControlButton* button)
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ciface::Core::Device* const dev = g_controller_interface.FindDevice(controller->default_device);
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if (dev)
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{
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m_event_filter.BlockEvents(true);
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button->SetLabel(_("[ waiting ]"));
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// This makes the "waiting" text work on Linux. true (only if needed) prevents crash on Windows
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@ -548,6 +554,10 @@ bool GamepadPage::DetectButton(ControlButton* button)
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g_controller_interface.UpdateReference(button->control_reference, controller->default_device);
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success = true;
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}
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// This lets the input events be sent to the filter and discarded before unblocking
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wxTheApp->Yield(true);
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m_event_filter.BlockEvents(false);
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}
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UpdateGUI();
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@ -1072,3 +1082,14 @@ InputConfigDialog::InputConfigDialog(wxWindow* const parent, InputConfig& config
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Bind(wxEVT_TIMER, &InputConfigDialog::UpdateBitmaps, this);
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m_update_timer.Start(PREVIEW_UPDATE_TIME, wxTIMER_CONTINUOUS);
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}
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int InputEventFilter::FilterEvent(wxEvent& event)
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{
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if (m_block && ShouldCatchEventType(event.GetEventType()))
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{
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event.StopPropagation();
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return Event_Processed;
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}
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return Event_Skip;
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}
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@ -17,6 +17,7 @@
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#include <vector>
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#include <wx/button.h>
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#include <wx/dialog.h>
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#include <wx/eventfilter.h>
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#include <wx/panel.h>
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#include <wx/sizer.h>
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#include <wx/spinctrl.h>
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@ -83,6 +84,36 @@ public:
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ControllerEmu::ControlGroup::Setting* const setting;
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};
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class InputEventFilter : public wxEventFilter
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{
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public:
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InputEventFilter()
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{
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wxEvtHandler::AddFilter(this);
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}
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~InputEventFilter()
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{
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wxEvtHandler::RemoveFilter(this);
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}
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int FilterEvent(wxEvent& event) override;
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void BlockEvents(bool block) { m_block = block; }
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private:
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static bool ShouldCatchEventType(wxEventType type)
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{
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return type == wxEVT_KEY_DOWN || type == wxEVT_KEY_UP ||
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type == wxEVT_CHAR || type == wxEVT_CHAR_HOOK ||
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type == wxEVT_LEFT_DOWN || type == wxEVT_LEFT_UP ||
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type == wxEVT_MIDDLE_DOWN || type == wxEVT_MIDDLE_UP ||
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type == wxEVT_RIGHT_DOWN || type == wxEVT_RIGHT_UP;
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}
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bool m_block = false;
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};
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class GamepadPage;
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class ControlDialog : public wxDialog
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@ -120,6 +151,7 @@ private:
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wxSlider* range_slider;
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wxStaticText* m_bound_label;
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wxStaticText* m_error_label;
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InputEventFilter m_event_filter;
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ciface::Core::DeviceQualifier m_devq;
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};
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@ -209,7 +241,9 @@ private:
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ControlDialog* m_control_dialog;
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InputConfigDialog* const m_config_dialog;
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InputConfig& m_config;
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InputConfig& m_config;
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InputEventFilter m_event_filter;
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bool DetectButton(ControlButton* button);
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bool m_iterate = false;
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};
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