mirror of
https://github.com/0ldsk00l/nestopia.git
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146 lines
3 KiB
C++
146 lines
3 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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//
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// Nestopia - NES/Famicom emulator written in C++
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//
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// Copyright (C) 2003-2008 Martin Freij
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//
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// This file is part of Nestopia.
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//
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// Nestopia 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; either version 2 of the License, or
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// (at your option) any later version.
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//
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// Nestopia 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 for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Nestopia; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#include "NstManager.hpp"
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#include "NstManagerInput.hpp"
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namespace Nestopia
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{
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namespace Managers
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{
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Input::Commands::CmdKey::CmdKey(const Key& key,uint c)
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: Key(key), cmd(c), prev(false) {}
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Input::Commands::Commands(Window::Custom& w,DirectX::DirectInput& d)
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: acquired(false), clock(CLOCK_DEFAULT), window(w), directInput(d)
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{
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window.Messages().Hooks().Add( WM_SETFOCUS, this, &Commands::OnFocus );
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}
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Input::Commands::~Commands()
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{
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window.StopTimer( this, &Commands::OnTimer );
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window.Messages().Hooks().Remove( this );
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}
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void Input::Commands::Update()
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{
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if (!acquired && CanPoll())
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{
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clock = CLOCK_DEFAULT;
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window.StartTimer( this, &Commands::OnTimer, POLL_RAPID );
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}
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}
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void Input::Commands::Add(const Key& key,uint cmd)
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{
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if (key.Assigned() && !key.IsVirtualKey())
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keys.PushBack( CmdKey(key,cmd) );
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}
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void Input::Commands::BeginAdd()
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{
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keys.Clear();
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}
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void Input::Commands::EndAdd()
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{
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keys.Defrag();
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Update();
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}
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void Input::Commands::Acquire()
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{
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acquired = true;
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}
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void Input::Commands::Unacquire()
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{
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acquired = false;
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Update();
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}
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void Input::Commands::OnFocus(Window::Param&)
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{
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Update();
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}
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("t", on)
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#endif
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bool Input::Commands::ForcePoll()
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{
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NST_ASSERT( keys.Size() );
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Keys::Iterator it = keys.Begin();
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Keys::ConstIterator const end = keys.End();
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do
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{
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if (it->GetToggle( it->prev ))
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{
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window.PostCommand( it->cmd );
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return true;
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}
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}
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while (++it != end);
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return false;
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}
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uint Input::Commands::OnTimer()
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{
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if (!acquired)
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{
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if (CanPoll())
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{
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directInput.Poll();
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if (ForcePoll())
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{
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clock = POLL_RAPID;
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return POLL_REST;
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}
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else
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{
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uint next = clock;
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clock = CLOCK_DEFAULT;
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return next;
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}
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}
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else
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{
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directInput.Unacquire();
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}
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}
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return CLOCK_STOP;
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}
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#ifdef NST_MSVC_OPTIMIZE
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#pragma optimize("", on)
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#endif
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}
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}
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