Codechange: move all input-handling of video-drivers into InputLoop
This commit is contained in:

committed by
Patric Stout

parent
38b4ae1c0e
commit
661eb39ecc
@@ -1118,6 +1118,40 @@ void VideoDriver_Win32::CheckPaletteAnim()
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this->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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void VideoDriver_Win32::InputLoop()
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{
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bool old_ctrl_pressed = _ctrl_pressed;
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_ctrl_pressed = _wnd.has_focus && GetAsyncKeyState(VK_CONTROL) < 0;
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_shift_pressed = _wnd.has_focus && GetAsyncKeyState(VK_SHIFT) < 0;
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#if defined(_DEBUG)
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if (_shift_pressed)
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (_wnd.has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0)
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#endif
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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/* Determine which directional keys are down. */
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if (_wnd.has_focus) {
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_dirkeys =
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(GetAsyncKeyState(VK_LEFT) < 0 ? 1 : 0) +
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(GetAsyncKeyState(VK_UP) < 0 ? 2 : 0) +
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(GetAsyncKeyState(VK_RIGHT) < 0 ? 4 : 0) +
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(GetAsyncKeyState(VK_DOWN) < 0 ? 8 : 0);
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} else {
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_dirkeys = 0;
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}
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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}
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void VideoDriver_Win32::MainLoop()
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{
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MSG mesg;
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@@ -1174,18 +1208,6 @@ void VideoDriver_Win32::MainLoop()
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}
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if (_exit_game) break;
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#if defined(_DEBUG)
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if (_wnd.has_focus && GetAsyncKeyState(VK_SHIFT) < 0)
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#else
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/* Speed up using TAB, but disable for ALT+TAB of course */
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if (_wnd.has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0)
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#endif
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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cur_ticks = std::chrono::steady_clock::now();
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/* If more than a millisecond has passed, increase the _realtime_tick. */
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@@ -1220,30 +1242,13 @@ void VideoDriver_Win32::MainLoop()
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/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
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if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
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bool old_ctrl_pressed = _ctrl_pressed;
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_ctrl_pressed = _wnd.has_focus && GetAsyncKeyState(VK_CONTROL)<0;
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_shift_pressed = _wnd.has_focus && GetAsyncKeyState(VK_SHIFT)<0;
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/* determine which directional keys are down */
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if (_wnd.has_focus) {
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_dirkeys =
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(GetAsyncKeyState(VK_LEFT) < 0 ? 1 : 0) +
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(GetAsyncKeyState(VK_UP) < 0 ? 2 : 0) +
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(GetAsyncKeyState(VK_RIGHT) < 0 ? 4 : 0) +
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(GetAsyncKeyState(VK_DOWN) < 0 ? 8 : 0);
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} else {
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_dirkeys = 0;
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}
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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if (_force_full_redraw) MarkWholeScreenDirty();
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/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
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GdiFlush();
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InputLoop();
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this->InputLoop();
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::InputLoop();
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UpdateWindows();
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CheckPaletteAnim();
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