mirror of https://github.com/PCSX2/pcsx2.git
102 lines
3.0 KiB
C++
102 lines
3.0 KiB
C++
/* LilyPad - Pad plugin for PS2 Emulator
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* Copyright (C) 2002-2014 PCSX2 Dev Team/ChickenLiver
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the
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* terms of the GNU Lesser General Public License as published by the Free
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* Software Found- ation, either version 3 of the License, or (at your option)
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* any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY
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* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along
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* with PCSX2. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Global.h"
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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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#ifdef _MSC_VER
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static CRITICAL_SECTION cSection;
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static u8 csInitialized = 0;
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#else
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static std::mutex cSection;
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#endif
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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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void QueueKeyEvent(int key, int event)
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{
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#ifdef _MSC_VER
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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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#else
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std::lock_guard<std::mutex> lock(cSection);
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#endif
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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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}
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#ifdef _MSC_VER
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LeaveCriticalSection(&cSection);
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#endif
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}
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int GetQueuedKeyEvent(keyEvent *event)
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{
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if (lastQueuedEvent == nextQueuedEvent)
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return 0;
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#ifdef _MSC_VER
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EnterCriticalSection(&cSection);
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#else
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std::lock_guard<std::mutex> lock(cSection);
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#endif
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*event = queuedEvents[nextQueuedEvent];
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nextQueuedEvent = (nextQueuedEvent + 1) % EVENT_QUEUE_LEN;
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#ifdef _MSC_VER
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LeaveCriticalSection(&cSection);
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#endif
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return 1;
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}
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void ClearKeyQueue()
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{
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lastQueuedEvent = nextQueuedEvent;
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#ifdef _MSC_VER
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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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#endif
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}
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