[HID] Pass 'is active' callback to input drivers.

This commit is contained in:
gibbed
2020-11-27 05:20:17 -06:00
committed by Rick Gibbed
parent f8e6ac4108
commit dd25e69e66
8 changed files with 39 additions and 13 deletions

View File

@@ -65,7 +65,7 @@ X_STATUS SDLInputDriver::Setup() {
// SDL_PumpEvents should only be run in the thread that initialized SDL - we
// are hijacking the window loop thread for that.
window_->loop()->PostSynchronous([&]() {
window()->loop()->PostSynchronous([&]() {
if (!xe::helper::sdl::SDLHelper::Prepare()) {
return;
}
@@ -385,7 +385,7 @@ X_RESULT SDLInputDriver::GetKeystroke(uint32_t users, uint32_t flags,
}
void SDLInputDriver::OnControllerDeviceAdded(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
// Open the controller.
@@ -424,7 +424,7 @@ void SDLInputDriver::OnControllerDeviceAdded(SDL_Event* event) {
}
void SDLInputDriver::OnControllerDeviceRemoved(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
// Find the disconnected gamecontroller and close it.
@@ -436,7 +436,7 @@ void SDLInputDriver::OnControllerDeviceRemoved(SDL_Event* event) {
}
void SDLInputDriver::OnControllerDeviceAxisMotion(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
auto [found, i] = GetControllerIndexFromInstanceID(event->caxis.which);
@@ -469,7 +469,7 @@ void SDLInputDriver::OnControllerDeviceAxisMotion(SDL_Event* event) {
}
void SDLInputDriver::OnControllerDeviceButtonChanged(SDL_Event* event) {
assert(window_->loop()->is_on_loop_thread());
assert(window()->loop()->is_on_loop_thread());
std::unique_lock<std::mutex> guard(controllers_mutex_);
// Define a lookup table to map between SDL and XInput button codes.
@@ -569,7 +569,7 @@ void SDLInputDriver::QueueControllerUpdate() {
bool is_queued = false;
sdl_pumpevents_queued_.compare_exchange_strong(is_queued, true);
if (!is_queued) {
window_->loop()->Post([this]() {
window()->loop()->Post([this]() {
SDL_PumpEvents();
sdl_pumpevents_queued_ = false;
});