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https://github.com/RPCS3/rpcs3.git
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input: remove inconvenient pad mutex
It takes too long to wait for some handlers after all, causing stutter.
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parent
2eb0d19a75
commit
a33b2afe08
@ -226,59 +226,55 @@ void pad_thread::ThreadFunc()
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u32 connected_devices = 0;
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for (auto& cur_pad_handler : handlers)
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{
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std::lock_guard lock(pad::g_pad_mutex);
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cur_pad_handler.second->ThreadProc();
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connected_devices += cur_pad_handler.second->connected_devices;
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}
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for (auto& cur_pad_handler : handlers)
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m_info.now_connect = connected_devices + num_ldd_pad;
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// The input_ignored section is only reached when a dialog was closed and the pads are still intercepted.
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// As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami).
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// ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma).
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const bool input_ignored = m_info.ignore_input && !(m_info.system_info & CELL_PAD_INFO_INTERCEPTED);
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bool any_button_pressed = false;
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for (usz i = 0; i < m_pads.size(); i++)
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{
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const auto& pad = m_pads[i];
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// I guess this is the best place to add pressure sensitivity without too much code duplication.
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if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED)
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{
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cur_pad_handler.second->ThreadProc();
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connected_devices += cur_pad_handler.second->connected_devices;
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}
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const bool adjust_pressure = pad->m_pressure_intensity_button_index >= 0 && pad->m_buttons[pad->m_pressure_intensity_button_index].m_pressed;
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m_info.now_connect = connected_devices + num_ldd_pad;
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// The input_ignored section is only reached when a dialog was closed and the pads are still intercepted.
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// As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami).
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// ignore_input was added because if we keep the pads intercepted, then some games will enter the menu due to unexpected system interception (tested with Ninja Gaiden Sigma).
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const bool input_ignored = m_info.ignore_input && !(m_info.system_info & CELL_PAD_INFO_INTERCEPTED);
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bool any_button_pressed = false;
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for (usz i = 0; i < m_pads.size(); i++)
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{
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const auto& pad = m_pads[i];
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// I guess this is the best place to add pressure sensitivity without too much code duplication.
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if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED)
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for (auto& button : pad->m_buttons)
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{
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const bool adjust_pressure = pad->m_pressure_intensity_button_index >= 0 && pad->m_buttons[pad->m_pressure_intensity_button_index].m_pressed;
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for (auto& button : pad->m_buttons)
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if (button.m_pressed)
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{
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if (button.m_pressed)
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if (button.m_outKeyCode == CELL_PAD_CTRL_CROSS ||
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button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_SQUARE ||
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button.m_outKeyCode == CELL_PAD_CTRL_START ||
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button.m_outKeyCode == CELL_PAD_CTRL_SELECT)
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{
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if (button.m_outKeyCode == CELL_PAD_CTRL_CROSS ||
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button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE ||
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button.m_outKeyCode == CELL_PAD_CTRL_SQUARE ||
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button.m_outKeyCode == CELL_PAD_CTRL_START ||
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button.m_outKeyCode == CELL_PAD_CTRL_SELECT)
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{
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any_button_pressed = true;
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}
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any_button_pressed = true;
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}
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if (adjust_pressure)
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{
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button.m_value = pad->m_pressure_intensity;
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}
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if (adjust_pressure)
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{
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button.m_value = pad->m_pressure_intensity;
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}
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}
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}
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}
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}
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if (input_ignored && !any_button_pressed)
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{
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m_info.ignore_input = false;
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}
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if (input_ignored && !any_button_pressed)
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{
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m_info.ignore_input = false;
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}
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std::this_thread::sleep_for(1ms);
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