// Copyright (c) 2014- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #include "stdafx.h" #include #include #include "Common/Input/InputState.h" #include "Common/System/System.h" #include "Common/Thread/ThreadUtil.h" #include "Core/Config.h" #include "Windows/InputDevice.h" #if !PPSSPP_PLATFORM(UWP) #include "Windows/DinputDevice.h" #include "Windows/Hid/HidInputDevice.h" #include "Windows/XinputDevice.h" #endif InputManager g_InputManager; void InputManager::InputThread() { SetCurrentThreadName("Input"); for (auto &device : devices_) { device->Init(); } // NOTE: The keyboard and mouse buttons are handled via raw input, not here. // This is mainly for controllers which need to be polled, instead of generating events. while (runThread_.load(std::memory_order_relaxed)) { bool noSleep = false; if (focused_.load(std::memory_order_relaxed) || !g_Config.bGamepadOnlyFocused) { System_Notify(SystemNotification::POLL_CONTROLLERS); for (const auto &device : devices_) { const int state = device->UpdateState(); if (state == InputDevice::UPDATESTATE_SKIP_PAD) break; if (state == InputDevice::UPDATESTATE_NO_SLEEP) { // Sleep was handled automatically. noSleep = true; } } } // Try to update 250 times per second. if (!noSleep) Sleep(4); } for (auto &device : devices_) { device->Shutdown(); } } void InputManager::BeginPolling() { runThread_.store(true, std::memory_order_relaxed); inputThread_ = std::thread([this]() { // In UWP, we add the devices from the main thread, before launching the thread. // This is a bit awkward but worth the startup speed boost on non-UWP until we refactor it. #if !PPSSPP_PLATFORM(UWP) //add first XInput device to respond AddDevice(new XinputDevice()); AddDevice(new DInputMetaDevice()); AddDevice(new HidInputDevice()); #endif InputThread(); }); } void InputManager::StopPolling() { runThread_.store(false, std::memory_order_relaxed); inputThread_.join(); } bool InputManager::AnyAccelerometer() const { for (const auto &device : devices_) { if (device->HasAccelerometer()) { return true; } } return false; }