mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
More refactoring
This commit is contained in:
+7
-21
@@ -41,6 +41,7 @@
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#include "UWPHelpers/StorageAsync.h"
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#include "UWPHelpers/LaunchItem.h"
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#include "UWPHelpers/InputHelpers.h"
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#include "Windows/InputDevice.h"
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using namespace UWP;
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using namespace Windows::Foundation;
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@@ -51,8 +52,6 @@ using namespace Windows::ApplicationModel::DataTransfer;
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using namespace Windows::Devices::Enumeration;
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using namespace Concurrency;
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std::list<std::unique_ptr<InputDevice>> g_input;
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// TODO: Use Microsoft::WRL::ComPtr<> for D3D11 objects?
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// TODO: See https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/WindowsAudioSession for WASAPI with UWP
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// TODO: Low latency input: https://github.com/Microsoft/Windows-universal-samples/tree/master/Samples/LowLatencyInput/cpp
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@@ -87,16 +86,17 @@ PPSSPP_UWPMain::PPSSPP_UWPMain(App ^app, const std::shared_ptr<DX::DeviceResourc
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::GOT_BACKBUFFER, width, height, m_deviceResources->GetBackBufferRenderTargetView());
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// add first XInput device to respond
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g_input.push_back(std::make_unique<XinputDevice>());
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InputDevice::BeginPolling();
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g_InputManager.AddDevice(new XinputDevice());
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g_InputManager.BeginPolling();
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// Prepare input pane (for Xbox & touch devices)
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PrepareInputPane();
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}
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PPSSPP_UWPMain::~PPSSPP_UWPMain() {
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InputDevice::StopPolling();
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g_InputManager.StopPolling();
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g_InputManager.Shutdown();
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ctx_->GetDrawContext()->HandleEvent(Draw::Event::LOST_BACKBUFFER, 0, 0, nullptr);
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NativeShutdownGraphics();
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NativeShutdown();
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@@ -453,21 +453,7 @@ bool System_GetPropertyBool(SystemProperty prop) {
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}
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}
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void System_Notify(SystemNotification notification) {
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switch (notification) {
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case SystemNotification::POLL_CONTROLLERS:
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{
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for (const auto &device : g_input)
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{
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if (device->UpdateState() == InputDevice::UPDATESTATE_SKIP_PAD)
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break;
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}
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break;
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}
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default:
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break;
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}
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}
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void System_Notify(SystemNotification notification) {}
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bool System_MakeRequest(SystemRequestType type, int requestId, const std::string ¶m1, const std::string ¶m2, int64_t param3, int64_t param4) {
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switch (type) {
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@@ -7,6 +7,7 @@
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#include "Common/GraphicsContext.h"
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#include "Common/DeviceResources.h"
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#include "Windows/InputDevice.h"
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// Renders Direct2D and 3D content on the screen.
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namespace UWP {
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+26
-28
@@ -25,45 +25,43 @@
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#include "Core/Config.h"
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#include "Windows/InputDevice.h"
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static std::atomic_flag threadRunningFlag;
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static std::thread inputThread;
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static std::atomic_bool focused = ATOMIC_VAR_INIT(true);
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InputManager g_InputManager;
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inline static void ExecuteInputPoll() {
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if (focused.load(std::memory_order_relaxed) || !g_Config.bGamepadOnlyFocused) {
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System_Notify(SystemNotification::POLL_CONTROLLERS);
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}
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}
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static void RunInputThread() {
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void InputManager::InputThread() {
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SetCurrentThreadName("Input");
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for (auto &device : devices_) {
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device->Init();
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}
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// NOTE: The keyboard and mouse buttons are handled via raw input, not here.
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// This is mainly for controllers which need to be polled, instead of generating events.
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while (threadRunningFlag.test_and_set(std::memory_order_relaxed)) {
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ExecuteInputPoll();
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while (runThread_.load(std::memory_order_relaxed)) {
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if (focused_.load(std::memory_order_relaxed) || !g_Config.bGamepadOnlyFocused) {
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System_Notify(SystemNotification::POLL_CONTROLLERS);
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for (const auto &device : devices_) {
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if (device->UpdateState() == InputDevice::UPDATESTATE_SKIP_PAD)
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break;
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}
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}
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// Try to update 250 times per second.
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Sleep(4);
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}
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for (auto &device : devices_) {
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device->Shutdown();
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}
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}
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void InputDevice::BeginPolling() {
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threadRunningFlag.test_and_set(std::memory_order_relaxed);
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inputThread = std::thread(&RunInputThread);
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void InputManager::BeginPolling() {
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runThread_.store(true, std::memory_order_relaxed);
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inputThread_ = std::thread([this]() {
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InputThread();
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});
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}
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void InputDevice::StopPolling() {
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threadRunningFlag.clear(std::memory_order_relaxed);
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inputThread.join();
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}
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void InputDevice::GainFocus() {
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focused.store(true, std::memory_order_relaxed);
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}
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void InputDevice::LoseFocus() {
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focused.store(false, std::memory_order_relaxed);
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void InputManager::StopPolling() {
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runThread_.store(false, std::memory_order_relaxed);
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inputThread_.join();
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}
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+38
-8
@@ -19,20 +19,50 @@
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#include <list>
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#include <memory>
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#include <atomic>
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#include <thread>
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#include "Common/CommonTypes.h"
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class InputDevice {
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public:
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virtual ~InputDevice() {
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}
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virtual ~InputDevice() {}
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virtual void Init() {}
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virtual void Shutdown() {}
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enum { UPDATESTATE_SKIP_PAD = 0x1234};
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virtual int UpdateState() = 0;
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static void BeginPolling();
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static void StopPolling();
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static void GainFocus();
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static void LoseFocus();
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};
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class InputManager {
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public:
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void BeginPolling();
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void StopPolling();
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void Shutdown() {
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devices_.clear();
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}
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void GainFocus() {
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focused_.store(true, std::memory_order_relaxed);
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}
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void LoseFocus() {
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focused_.store(false, std::memory_order_relaxed);
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}
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void AddDevice(InputDevice *device) {
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devices_.emplace_back(std::unique_ptr<InputDevice>(device));
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}
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private:
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void InputThread();
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std::vector<std::unique_ptr<InputDevice>> devices_;
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std::atomic<bool> runThread_;
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std::thread inputThread_;
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std::atomic<bool> focused_;
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};
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extern InputManager g_InputManager;
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+10
-8
@@ -403,7 +403,7 @@ namespace MainWindow
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void Minimize() {
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ShowWindow(hwndMain, SW_MINIMIZE);
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InputDevice::LoseFocus();
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g_InputManager.LoseFocus();
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}
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RECT DetermineWindowRectangle() {
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@@ -926,7 +926,7 @@ namespace MainWindow
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if (wParam == WA_ACTIVE || wParam == WA_CLICKACTIVE) {
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WindowsRawInput::GainFocus();
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if (!IsIconic(GetHWND())) {
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InputDevice::GainFocus();
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g_InputManager.GainFocus();
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}
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g_activeWindow = WINDOW_MAINWINDOW;
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pause = false;
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@@ -956,7 +956,7 @@ namespace MainWindow
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if (wParam == WA_INACTIVE) {
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System_PostUIMessage(UIMessage::LOST_FOCUS);
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WindowsRawInput::LoseFocus();
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InputDevice::LoseFocus();
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g_InputManager.LoseFocus();
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hasFocus = false;
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trapMouse = false;
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}
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@@ -994,7 +994,7 @@ namespace MainWindow
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HandleSizeChange(wParam);
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}
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if (hasFocus) {
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InputDevice::GainFocus();
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g_InputManager.GainFocus();
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}
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break;
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@@ -1003,7 +1003,7 @@ namespace MainWindow
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if (!g_Config.bPauseWhenMinimized) {
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System_PostUIMessage(UIMessage::WINDOW_MINIMIZED, "true");
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}
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InputDevice::LoseFocus();
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g_InputManager.LoseFocus();
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break;
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default:
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break;
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@@ -1133,7 +1133,9 @@ namespace MainWindow
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}
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case WM_DESTROY:
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InputDevice::StopPolling();
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g_InputManager.StopPolling();
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g_InputManager.Shutdown();
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MainThread_Stop();
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WindowsRawInput::Shutdown();
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KillTimer(hWnd, TIMER_CURSORUPDATE);
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@@ -1164,11 +1166,11 @@ namespace MainWindow
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case WM_USER_RESTART_EMUTHREAD:
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NativeSetRestarting();
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InputDevice::StopPolling();
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g_InputManager.StopPolling();
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MainThread_Stop();
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UpdateUIState(UISTATE_MENU);
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MainThread_Start(g_Config.iGPUBackend == (int)GPUBackend::OPENGL);
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InputDevice::BeginPolling();
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g_InputManager.BeginPolling();
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break;
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case WM_USER_SWITCHUMD_UPDATED:
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@@ -0,0 +1,82 @@
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// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "ppsspp_config.h"
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#include <algorithm>
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// native stuff
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#include "Common/System/Display.h"
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#include "Common/System/NativeApp.h"
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#include "Common/Input/InputState.h"
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#include "Common/Input/KeyCodes.h"
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#include "Common/StringUtils.h"
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#include "Core/Core.h"
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#include "Core/Config.h"
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#include "Core/ConfigValues.h"
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#include "Core/CoreParameter.h"
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#include "Core/HLE/Plugins.h"
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#include "Core/System.h"
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#include "Core/Debugger/SymbolMap.h"
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#include "Core/Instance.h"
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#include "UI/OnScreenDisplay.h"
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#include "Windows/EmuThread.h"
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#include "Windows/WindowsHost.h"
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#include "Windows/MainWindow.h"
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#ifndef _M_ARM
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#include "Windows/DinputDevice.h"
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#endif
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#include "Windows/XinputDevice.h"
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#include "Windows/main.h"
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void WindowsInputManager::PollControllers() {
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static const int CHECK_FREQUENCY = 71; // Just an arbitrary prime to try to not collide with other periodic checks.
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if (checkCounter_++ > CHECK_FREQUENCY) {
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#ifndef _M_ARM
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size_t newCount = DinputDevice::getNumPads();
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if (newCount > numDinputDevices_) {
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INFO_LOG(Log::System, "New controller device detected");
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for (size_t i = numDinputDevices_; i < newCount; i++) {
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input.push_back(std::make_unique<DinputDevice>(static_cast<int>(i)));
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}
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numDinputDevices_ = newCount;
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}
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#endif
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checkCounter_ = 0;
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}
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for (const auto &device : input) {
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if (device->UpdateState() == InputDevice::UPDATESTATE_SKIP_PAD)
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break;
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}
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// Disabled by default, needs a workaround to map to psp keys.
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if (g_Config.bMouseControl) {
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NativeMouseDelta(mouseDeltaX_, mouseDeltaY_);
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}
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mouseDeltaX_ *= g_Config.fMouseSmoothing;
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mouseDeltaY_ *= g_Config.fMouseSmoothing;
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HLEPlugins::PluginDataAxis[JOYSTICK_AXIS_MOUSE_REL_X] = mouseDeltaX_;
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HLEPlugins::PluginDataAxis[JOYSTICK_AXIS_MOUSE_REL_Y] = mouseDeltaY_;
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}
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+10
-17
@@ -122,8 +122,6 @@ static std::string restartArgs;
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int g_activeWindow = 0;
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int g_lastNumInstances = 0;
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std::list<std::unique_ptr<InputDevice>> g_inputDevices;
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float mouseDeltaX_ = 0;
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float mouseDeltaY_ = 0;
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@@ -152,11 +150,6 @@ static void AddDebugRestartArgs() {
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}
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static void PollControllers() {
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for (const auto &device : g_inputDevices) {
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if (device->UpdateState() == InputDevice::UPDATESTATE_SKIP_PAD)
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break;
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}
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// Disabled by default, needs a workaround to map to psp keys.
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if (g_Config.bMouseControl) {
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NativeMouseDelta(mouseDeltaX_, mouseDeltaY_);
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@@ -1137,23 +1130,22 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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}
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//add first XInput device to respond
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g_inputDevices.push_back(std::make_unique<XinputDevice>());
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g_inputDevices.push_back(std::make_unique<DInputMetaDevice>());
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g_InputManager.AddDevice(new XinputDevice());
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g_InputManager.AddDevice(new DInputMetaDevice());
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// Emu thread (and render thread, if any) is always running!
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// Only OpenGL uses an externally managed render thread (due to GL's single-threaded context design). Vulkan
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// manages its own render thread.
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MainThread_Start(g_Config.iGPUBackend == (int)GPUBackend::OPENGL);
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InputDevice::BeginPolling();
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g_InputManager.BeginPolling();
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HACCEL hAccelTable = LoadAccelerators(_hInstance, (LPCTSTR)IDR_ACCELS);
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HACCEL hDebugAccelTable = LoadAccelerators(_hInstance, (LPCTSTR)IDR_DEBUGACCELS);
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//so.. we're at the message pump of the GUI thread
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for (MSG msg; GetMessage(&msg, NULL, 0, 0); ) // for no quit
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{
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if (msg.message == WM_KEYDOWN)
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{
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for (MSG msg; GetMessage(&msg, NULL, 0, 0); ) { // for no quit
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if (msg.message == WM_KEYDOWN) {
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//hack to enable/disable menu command accelerate keys
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MainWindow::UpdateCommands();
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@@ -1162,11 +1154,10 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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BringWindowToTop(hwndMain);
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}
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//Translate accelerators and dialog messages...
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// Translate accelerators and dialog messages...
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HWND wnd;
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HACCEL accel;
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switch (g_activeWindow)
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{
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switch (g_activeWindow) {
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case WINDOW_MAINWINDOW:
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wnd = hwndMain;
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accel = g_Config.bSystemControls ? hAccelTable : NULL;
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@@ -1193,6 +1184,8 @@ int WINAPI WinMain(HINSTANCE _hInstance, HINSTANCE hPrevInstance, LPSTR szCmdLin
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g_VFS.Clear();
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// g_InputManager.StopPolling() is called in WM_DESTROY
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MainWindow::DestroyDebugWindows();
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DialogManager::DestroyAll();
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timeEndPeriod(1);
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Block a user