pcsx2/plugins/LilyPad/KeyboardQueue.cpp

63 lines
1.9 KiB
C++

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