2009-09-18 06:58:48 +00:00
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#include "Global.h"
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2009-02-11 09:24:56 +00:00
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// This is undoubtedly completely unnecessary.
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#include "KeyboardQueue.h"
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// What MS calls a single process Mutex. Faster, supposedly.
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// More importantly, can be abbreviated, amusingly, as cSection.
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static CRITICAL_SECTION cSection;
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2009-04-09 02:02:49 +00:00
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static u8 csInitialized = 0;
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#define EVENT_QUEUE_LEN 16
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// Actually points one beyond the last queued event.
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static u8 lastQueuedEvent = 0;
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static u8 nextQueuedEvent = 0;
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static keyEvent queuedEvents[EVENT_QUEUE_LEN];
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2009-02-11 09:24:56 +00:00
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void QueueKeyEvent(int key, int event) {
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if (!csInitialized) {
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csInitialized = 1;
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InitializeCriticalSection(&cSection);
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}
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EnterCriticalSection(&cSection);
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2009-04-09 02:02:49 +00:00
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// Don't queue events if escape is on top of queue. This is just for safety
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// purposes when a game is killing the emulator for whatever reason.
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if (nextQueuedEvent == lastQueuedEvent ||
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queuedEvents[nextQueuedEvent].key != VK_ESCAPE ||
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queuedEvents[nextQueuedEvent].evt != KEYPRESS) {
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// Clear queue on escape down, bringing escape to front. May do something
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// with shift/ctrl/alt and F-keys, later.
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if (event == KEYPRESS && key == VK_ESCAPE) {
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nextQueuedEvent = lastQueuedEvent;
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}
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queuedEvents[lastQueuedEvent].key = key;
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queuedEvents[lastQueuedEvent].evt = event;
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lastQueuedEvent = (lastQueuedEvent + 1) % EVENT_QUEUE_LEN;
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// If queue wrapped around, remove last element.
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if (nextQueuedEvent == lastQueuedEvent) {
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nextQueuedEvent = (nextQueuedEvent + 1) % EVENT_QUEUE_LEN;
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}
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2009-02-11 09:24:56 +00:00
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}
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LeaveCriticalSection(&cSection);
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}
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int GetQueuedKeyEvent(keyEvent *event) {
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2009-04-09 02:02:49 +00:00
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if (lastQueuedEvent == nextQueuedEvent) return 0;
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EnterCriticalSection(&cSection);
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*event = queuedEvents[nextQueuedEvent];
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nextQueuedEvent = (nextQueuedEvent + 1) % EVENT_QUEUE_LEN;
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LeaveCriticalSection(&cSection);
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return 1;
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2009-02-11 09:24:56 +00:00
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}
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void ClearKeyQueue() {
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2009-04-09 02:02:49 +00:00
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lastQueuedEvent = nextQueuedEvent;
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2009-02-11 09:24:56 +00:00
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if (csInitialized) {
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DeleteCriticalSection(&cSection);
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csInitialized = 0;
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}
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}
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