[HID] Pass 'is active' callback to input drivers.

This commit is contained in:
gibbed 2020-11-27 05:20:17 -06:00 committed by Rick Gibbed
parent f8e6ac4108
commit dd25e69e66
8 changed files with 39 additions and 13 deletions

View File

@ -184,7 +184,10 @@ X_STATUS Emulator::Setup(
if (input_driver_factory) {
auto input_drivers = input_driver_factory(display_window_);
for (size_t i = 0; i < input_drivers.size(); ++i) {
input_system_->AddDriver(std::move(input_drivers[i]));
auto& input_driver = input_drivers[i];
input_driver->set_is_active_callback(
[]() -> bool { return !xe::kernel::xam::xeXamIsUIActive(); });
input_system_->AddDriver(std::move(input_driver));
}
}

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@ -10,7 +10,10 @@
#ifndef XENIA_HID_INPUT_DRIVER_H_
#define XENIA_HID_INPUT_DRIVER_H_
#include <functional>
#include "xenia/hid/input.h"
#include "xenia/ui/window.h"
#include "xenia/xbox.h"
namespace xe {
@ -38,10 +41,22 @@ class InputDriver {
virtual X_RESULT GetKeystroke(uint32_t user_index, uint32_t flags,
X_INPUT_KEYSTROKE* out_keystroke) = 0;
void set_is_active_callback(std::function<bool()> is_active_callback) {
is_active_callback_ = is_active_callback;
}
private:
xe::ui::Window* window_ = nullptr;
std::function<bool()> is_active_callback_ = nullptr;
protected:
explicit InputDriver(xe::ui::Window* window);
xe::ui::Window* window_ = nullptr;
xe::ui::Window* window() const { return window_; }
bool is_active() const {
return !is_active_callback_ || is_active_callback_();
}
};
} // namespace hid

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@ -65,7 +65,7 @@ X_STATUS SDLInputDriver::Setup() {
// SDL_PumpEvents should only be run in the thread that initialized SDL - we
// are hijacking the window loop thread for that.
window_->loop()->PostSynchronous([&]() {
window()->loop()->PostSynchronous([&]() {
if (!xe::helper::sdl::SDLHelper::Prepare()) {
return;
}
@ -385,7 +385,7 @@ X_RESULT SDLInputDriver::GetKeystroke(uint32_t users, uint32_t flags,
}
void SDLInputDriver::OnControllerDeviceAdded(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
// Open the controller.
@ -424,7 +424,7 @@ void SDLInputDriver::OnControllerDeviceAdded(SDL_Event* event) {
}
void SDLInputDriver::OnControllerDeviceRemoved(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
// Find the disconnected gamecontroller and close it.
@ -436,7 +436,7 @@ void SDLInputDriver::OnControllerDeviceRemoved(SDL_Event* event) {
}
void SDLInputDriver::OnControllerDeviceAxisMotion(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
auto [found, i] = GetControllerIndexFromInstanceID(event->caxis.which);
@ -469,7 +469,7 @@ void SDLInputDriver::OnControllerDeviceAxisMotion(SDL_Event* event) {
}
void SDLInputDriver::OnControllerDeviceButtonChanged(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
// Define a lookup table to map between SDL and XInput button codes.
@ -569,7 +569,7 @@ void SDLInputDriver::QueueControllerUpdate() {
bool is_queued = false;
sdl_pumpevents_queued_.compare_exchange_strong(is_queued, true);
if (!is_queued) {
window_->loop()->Post([this]() {
window()->loop()->Post([this]() {
SDL_PumpEvents();
sdl_pumpevents_queued_ = false;
});

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@ -21,7 +21,7 @@ namespace winkey {
WinKeyInputDriver::WinKeyInputDriver(xe::ui::Window* window)
: InputDriver(window), packet_number_(1) {
// Register a key listener.
window_->on_key_down.AddListener([this](ui::KeyEvent* evt) {
window->on_key_down.AddListener([this](ui::KeyEvent* evt) {
auto global_lock = global_critical_region_.Acquire();
KeyEvent key;
@ -31,7 +31,7 @@ WinKeyInputDriver::WinKeyInputDriver(xe::ui::Window* window)
key.repeat_count = evt->repeat_count();
key_events_.push(key);
});
window_->on_key_up.AddListener([this](ui::KeyEvent* evt) {
window->on_key_up.AddListener([this](ui::KeyEvent* evt) {
auto global_lock = global_critical_region_.Acquire();
KeyEvent key;
@ -88,7 +88,7 @@ X_RESULT WinKeyInputDriver::GetState(uint32_t user_index,
int16_t thumb_rx = 0;
int16_t thumb_ry = 0;
if (window_->has_focus()) {
if (window()->has_focus()) {
if (IS_KEY_TOGGLED(VK_CAPITAL) || IS_KEY_DOWN(VK_SHIFT)) {
// dpad toggled
if (IS_KEY_DOWN('A')) {

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@ -19,6 +19,10 @@ namespace xe {
namespace kernel {
namespace xam {
std::atomic<int> xam_dialogs_shown_ = {0};
bool xeXamIsUIActive() { return xam_dialogs_shown_ > 0; }
XamModule::XamModule(Emulator* emulator, KernelState* kernel_state)
: KernelModule(kernel_state, "xe:\\xam.xex"), loader_data_() {
RegisterExportTable(export_resolver_);

View File

@ -21,6 +21,8 @@ namespace xe {
namespace kernel {
namespace xam {
bool xeXamIsUIActive();
class XamModule : public KernelModule {
public:
XamModule(Emulator* emulator, KernelState* kernel_state);

View File

@ -18,6 +18,8 @@ namespace xe {
namespace kernel {
namespace xam {
bool xeXamIsUIActive();
xe::cpu::Export* RegisterExport_xam(xe::cpu::Export* export_entry);
// Registration functions, one per file.

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@ -41,7 +41,7 @@ namespace xam {
// We deliberately delay the XN_SYS_UI = false notification to give games time
// to create a listener (if they're insane enough do this).
std::atomic<int> xam_dialogs_shown_ = {0};
extern std::atomic<int> xam_dialogs_shown_;
class XamDialog : public xe::ui::ImGuiDialog {
public:
@ -192,7 +192,7 @@ X_RESULT xeXamDispatchHeadlessEx(
}
}
dword_result_t XamIsUIActive() { return xam_dialogs_shown_ > 0 ? 1 : 0; }
dword_result_t XamIsUIActive() { return xeXamIsUIActive(); }
DECLARE_XAM_EXPORT2(XamIsUIActive, kUI, kImplemented, kHighFrequency);
class MessageBoxDialog : public XamDialog {