Remove End/UpdateInputState and ButtonTracker.
No longer used for anything.
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02855e7abb
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2812ddcc86
9 changed files with 0 additions and 83 deletions
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@ -198,11 +198,6 @@ void UpdateRunLoop(InputState *input_state) {
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}
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NativeUpdate(*input_state);
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{
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std::lock_guard<std::mutex> guard(input_state->lock);
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EndInputState(input_state);
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}
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if (GetUIState() != UISTATE_EXIT) {
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NativeRender(graphicsContext);
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}
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@ -932,7 +932,6 @@ bool NativeKey(const KeyInput &key) {
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}
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}
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#endif
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g_buttonTracker.Process(key);
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bool retval = false;
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if (screenManager)
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retval = screenManager->key(key);
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@ -51,7 +51,6 @@ inline static void ExecuteInputPoll() {
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if (host && (focused || !g_Config.bGamepadOnlyFocused)) {
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host->PollControllers(input_state);
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}
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UpdateInputState(&input_state);
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}
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static void RunInputThread() {
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@ -512,8 +512,6 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeApp_init
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androidVersion = jAndroidVersion;
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deviceType = jdeviceType;
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g_buttonTracker.Reset();
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left_joystick_x_async = 0;
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left_joystick_y_async = 0;
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right_joystick_x_async = 0;
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@ -682,16 +680,9 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayRender(JNIEnv *env,
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input_state.pad_lstick_y = left_joystick_y_async;
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input_state.pad_rstick_x = right_joystick_x_async;
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input_state.pad_rstick_y = right_joystick_y_async;
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UpdateInputState(&input_state);
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}
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NativeUpdate(input_state);
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{
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std::lock_guard<std::mutex> guard(input_state.lock);
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EndInputState(&input_state);
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}
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NativeRender(graphicsContext);
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time_update();
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} else {
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@ -1067,16 +1058,9 @@ extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(J
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input_state.pad_lstick_y = left_joystick_y_async;
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input_state.pad_rstick_x = right_joystick_x_async;
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input_state.pad_rstick_y = right_joystick_y_async;
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UpdateInputState(&input_state);
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}
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NativeUpdate(input_state);
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{
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std::lock_guard<std::mutex> guard(input_state.lock);
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EndInputState(&input_state);
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}
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NativeRender(graphicsContext);
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time_update();
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@ -844,7 +844,6 @@ int main(int argc, char *argv[]) {
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break;
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const uint8_t *keys = SDL_GetKeyboardState(NULL);
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SimulateGamepad(keys, &input_state);
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UpdateInputState(&input_state, true);
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UpdateRunLoop(&input_state);
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if (g_QuitRequested)
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break;
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@ -338,7 +338,6 @@ void MainUI::paintGL()
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SDL_PumpEvents();
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#endif
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updateAccelerometer();
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UpdateInputState(&input_state);
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time_update();
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UpdateRunLoop(&input_state);
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}
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@ -88,34 +88,3 @@ void SetTabLeftRightKeys(const std::vector<KeyDef> &tabLeft, const std::vector<K
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tabLeftKeys = tabLeft;
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tabRightKeys = tabRight;
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}
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uint32_t ButtonTracker::Update() {
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pad_buttons_ |= pad_buttons_async_set;
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pad_buttons_ &= ~pad_buttons_async_clear;
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return pad_buttons_;
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}
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void ButtonTracker::Process(const KeyInput &input) {
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int btn = MapPadButtonFixed(input.keyCode);
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if (btn == 0)
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return;
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// For now, use a fixed mapping. Good enough for the basics on most platforms.
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if (input.flags & KEY_DOWN) {
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pad_buttons_async_set |= btn;
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pad_buttons_async_clear &= ~btn;
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}
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if (input.flags & KEY_UP) {
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pad_buttons_async_set &= ~btn;
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pad_buttons_async_clear |= btn;
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}
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}
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ButtonTracker g_buttonTracker;
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void UpdateInputState(InputState *input, bool merge) {
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}
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void EndInputState(InputState *input) {
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}
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@ -156,9 +156,6 @@ private:
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DISALLOW_COPY_AND_ASSIGN(InputState);
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};
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void UpdateInputState(InputState *input, bool merge = false);
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void EndInputState(InputState *input);
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enum {
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TOUCH_MOVE = 1 << 0,
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TOUCH_DOWN = 1 << 1,
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@ -214,28 +211,6 @@ struct AxisInput {
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int flags;
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};
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class ButtonTracker {
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public:
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ButtonTracker() { Reset(); }
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void Reset() {
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pad_buttons_ = 0;
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pad_buttons_async_set = 0;
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pad_buttons_async_clear = 0;
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}
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void Process(const KeyInput &input);
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uint32_t Update();
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uint32_t GetPadButtons() const { return pad_buttons_; }
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private:
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uint32_t pad_buttons_;
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uint32_t pad_buttons_async_set;
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uint32_t pad_buttons_async_clear;
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};
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// Platforms should call g_buttonTracker.Process().
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extern ButtonTracker g_buttonTracker;
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// Is there a nicer place for this stuff? It's here to avoid dozens of linking errors in UnitTest..
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extern std::vector<KeyDef> dpadKeys;
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extern std::vector<KeyDef> confirmKeys;
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@ -255,9 +255,7 @@ static GraphicsContext *graphicsContext;
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{
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{
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std::lock_guard<std::mutex> guard(input_state.lock);
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UpdateInputState(&input_state);
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NativeUpdate(input_state);
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EndInputState(&input_state);
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}
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NativeRender(graphicsContext);
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