1
0
mirror of https://github.com/cathery/sys-con.git synced 2024-11-05 08:26:32 +00:00
sys-con/source/ControllerSwitch/SwitchVirtualGamepadHandler.cpp
cathery 6898d056d4 while {} -> do {} while
It makes more sense that all threads check if they can still run after they've completed their cycle, not before it
2020-03-02 18:21:40 +03:00

61 lines
1.7 KiB
C++

#include "SwitchVirtualGamepadHandler.h"
SwitchVirtualGamepadHandler::SwitchVirtualGamepadHandler(std::unique_ptr<IController> &&controller)
: m_controllerHandler(std::move(controller))
{
}
SwitchVirtualGamepadHandler::~SwitchVirtualGamepadHandler()
{
}
Result SwitchVirtualGamepadHandler::Initialize()
{
return 0;
}
void SwitchVirtualGamepadHandler::Exit()
{
}
void SwitchVirtualGamepadHandler::InputThreadLoop(void *handler)
{
do {
static_cast<SwitchVirtualGamepadHandler *>(handler)->UpdateInput();
} while (static_cast<SwitchVirtualGamepadHandler*>(handler)->m_inputThreadIsRunning);
}
void SwitchVirtualGamepadHandler::OutputThreadLoop(void *handler)
{
do {
static_cast<SwitchVirtualGamepadHandler *>(handler)->UpdateOutput();
} while (static_cast<SwitchVirtualGamepadHandler*>(handler)->m_outputThreadIsRunning);
}
Result SwitchVirtualGamepadHandler::InitInputThread()
{
R_TRY(m_inputThread.Initialize(&SwitchVirtualGamepadHandler::InputThreadLoop, this, 0x3B).GetValue());
m_inputThreadIsRunning = true;
return m_inputThread.Start().GetValue();
}
void SwitchVirtualGamepadHandler::ExitInputThread()
{
m_inputThreadIsRunning = false;
m_inputThread.CancelSynchronization();
m_inputThread.Join();
}
Result SwitchVirtualGamepadHandler::InitOutputThread()
{
R_TRY(m_outputThread.Initialize(&SwitchVirtualGamepadHandler::OutputThreadLoop, this, 0x3B).GetValue());
m_outputThreadIsRunning = true;
return m_outputThread.Start().GetValue();
}
void SwitchVirtualGamepadHandler::ExitOutputThread()
{
m_outputThreadIsRunning = false;
m_outputThread.CancelSynchronization();
m_outputThread.Join();
}