public static void Initialize() { lock (UICore.InputLock) { Cleanup(); GamePad.Initialize(); KeyInput.Initialize(); //IPCKeyInput.Initialize(); GamePad360.Initialize(); Instance = new Input(); } }
void UpdateThreadProc() { for (; ;) { if (KillUpdateThread) { return; } var keyEvents = KeyInput.Update(); GamePad.UpdateAll(); GamePad360.UpdateAll(); //this block is going to massively modify data structures that the binding method uses, so we have to lock it all lock (this) { _NewEvents.Clear(); //analyze keys foreach (var ke in keyEvents) { HandleButton(ke.Key.ToString(), ke.Pressed); } lock (FloatValues) { //FloatValues.Clear(); //analyze xinput foreach (var pad in GamePad360.EnumerateDevices()) { string xname = "X" + pad.PlayerNumber + " "; for (int b = 0; b < pad.NumButtons; b++) { HandleButton(xname + pad.ButtonName(b), pad.Pressed(b)); } foreach (var sv in pad.GetFloats()) { string n = xname + sv.Item1; float f = sv.Item2; if (trackdeltas) { FloatDeltas[n] += Math.Abs(f - FloatValues[n]); } FloatValues[n] = f; } } //analyze joysticks foreach (var pad in GamePad.EnumerateDevices()) { string jname = "J" + pad.PlayerNumber + " "; for (int b = 0; b < pad.NumButtons; b++) { HandleButton(jname + pad.ButtonName(b), pad.Pressed(b)); } foreach (var sv in pad.GetFloats()) { string n = jname + sv.Item1; float f = sv.Item2; //if (n == "J5 RotationZ") // System.Diagnostics.Debugger.Break(); if (trackdeltas) { FloatDeltas[n] += Math.Abs(f - FloatValues[n]); } FloatValues[n] = f; } } // analyse moose // other sorts of mouse api (raw input) could easily be added as a separate listing under a different class if (WantingMouseFocus.Contains(System.Windows.Forms.Form.ActiveForm)) { var P = System.Windows.Forms.Control.MousePosition; if (trackdeltas) { // these are relative to screen coordinates, but that's not terribly important FloatDeltas["WMouse X"] += Math.Abs(P.X - FloatValues["WMouse X"]) * 50; FloatDeltas["WMouse Y"] += Math.Abs(P.Y - FloatValues["WMouse Y"]) * 50; } // coordinate translation happens later FloatValues["WMouse X"] = P.X; FloatValues["WMouse Y"] = P.Y; var B = System.Windows.Forms.Control.MouseButtons; HandleButton("WMouse L", (B & System.Windows.Forms.MouseButtons.Left) != 0); HandleButton("WMouse C", (B & System.Windows.Forms.MouseButtons.Middle) != 0); HandleButton("WMouse R", (B & System.Windows.Forms.MouseButtons.Right) != 0); HandleButton("WMouse 1", (B & System.Windows.Forms.MouseButtons.XButton1) != 0); HandleButton("WMouse 2", (B & System.Windows.Forms.MouseButtons.XButton2) != 0); } else { //dont do this: for now, it will interfere with the virtualpad. dont do something similar for the mouse position either //unpress all buttons //HandleButton("WMouse L", false); //HandleButton("WMouse C", false); //HandleButton("WMouse R", false); //HandleButton("WMouse 1", false); //HandleButton("WMouse 2", false); } } bool allowInput = ((bool?)RTCV.NetCore.AllSpec.UISpec?[NetcoreCommands.RTC_INFOCUS] ?? true) || ((bool?)RTCV.NetCore.AllSpec.VanguardSpec?[NetcoreCommands.EMU_INFOCUS] ?? true); bool swallow = !allowInput; foreach (var ie in _NewEvents) { //events are swallowed in some cases: if (ie.LogicalButton.Alt && !allowInput) { } else if (ie.EventType == InputEventType.Press && swallow) { } else { EnqueueEvent(ie); } } } //lock(this) //arbitrary selection of polling frequency: Thread.Sleep(10); } }