nestopia/source/win32/NstManagerInputCommands.cpp

146 lines
3 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////
//
// Nestopia - NES/Famicom emulator written in C++
//
// Copyright (C) 2003-2008 Martin Freij
//
// This file is part of Nestopia.
//
// Nestopia 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; either version 2 of the License, or
// (at your option) any later version.
//
// Nestopia 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 for more details.
//
// You should have received a copy of the GNU General Public License
// along with Nestopia; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
////////////////////////////////////////////////////////////////////////////////////////
#include "NstManager.hpp"
#include "NstManagerInput.hpp"
namespace Nestopia
{
namespace Managers
{
Input::Commands::CmdKey::CmdKey(const Key& key,uint c)
: Key(key), cmd(c), prev(false) {}
Input::Commands::Commands(Window::Custom& w,DirectX::DirectInput& d)
: acquired(false), clock(CLOCK_DEFAULT), window(w), directInput(d)
{
window.Messages().Hooks().Add( WM_SETFOCUS, this, &Commands::OnFocus );
}
Input::Commands::~Commands()
{
window.StopTimer( this, &Commands::OnTimer );
window.Messages().Hooks().Remove( this );
}
void Input::Commands::Update()
{
if (!acquired && CanPoll())
{
clock = CLOCK_DEFAULT;
window.StartTimer( this, &Commands::OnTimer, POLL_RAPID );
}
}
void Input::Commands::Add(const Key& key,uint cmd)
{
if (key.Assigned() && !key.IsVirtualKey())
keys.PushBack( CmdKey(key,cmd) );
}
void Input::Commands::BeginAdd()
{
keys.Clear();
}
void Input::Commands::EndAdd()
{
keys.Defrag();
Update();
}
void Input::Commands::Acquire()
{
acquired = true;
}
void Input::Commands::Unacquire()
{
acquired = false;
Update();
}
void Input::Commands::OnFocus(Window::Param&)
{
Update();
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("t", on)
#endif
bool Input::Commands::ForcePoll()
{
NST_ASSERT( keys.Size() );
Keys::Iterator it = keys.Begin();
Keys::ConstIterator const end = keys.End();
do
{
if (it->GetToggle( it->prev ))
{
window.PostCommand( it->cmd );
return true;
}
}
while (++it != end);
return false;
}
uint Input::Commands::OnTimer()
{
if (!acquired)
{
if (CanPoll())
{
directInput.Poll();
if (ForcePoll())
{
clock = POLL_RAPID;
return POLL_REST;
}
else
{
uint next = clock;
clock = CLOCK_DEFAULT;
return next;
}
}
else
{
directInput.Unacquire();
}
}
return CLOCK_STOP;
}
#ifdef NST_MSVC_OPTIMIZE
#pragma optimize("", on)
#endif
}
}