mame/src/emu/uiinput.c
Couriersud 7b3fa34c6a Minor changes for internal render debugger
- ui_input_frame_update is now global 
- moved element_component from rendlay.c to rendlay.h
- added ability to rendlay.c to define "container" components. These simply provide a render_container. 

  I plan to remove the above again and simply use one container covering the whole render_target. This container will be rendered after the artwork and before the ui. For this to work, DViews need move and resize support. Render_targets will than be equivalent to virtual desktops.
2010-02-05 00:08:00 +00:00

290 lines
7.8 KiB
C

/***************************************************************************
uiinput.c
Internal MAME user interface input state.
Copyright Nicola Salmoria and the MAME Team.
Visit http://mamedev.org for licensing and usage restrictions.
***************************************************************************/
#include "emu.h"
#include "uiinput.h"
#include "profiler.h"
#include "render.h"
/***************************************************************************
CONSTANTS
***************************************************************************/
#define EVENT_QUEUE_SIZE 128
enum
{
SEQ_PRESSED_FALSE = 0, /* not pressed */
SEQ_PRESSED_TRUE, /* pressed */
SEQ_PRESSED_RESET /* reset -- converted to FALSE once detected as not pressed */
};
/***************************************************************************
TYPE DEFINITIONS
***************************************************************************/
/* private input port state */
struct _ui_input_private
{
/* pressed states; retrieved with ui_input_pressed() */
osd_ticks_t next_repeat[__ipt_max];
UINT8 seqpressed[__ipt_max];
/* mouse position/info */
render_target * current_mouse_target;
INT32 current_mouse_x;
INT32 current_mouse_y;
int current_mouse_down;
/* popped states; ring buffer of ui_events */
ui_event events[EVENT_QUEUE_SIZE];
int events_start;
int events_end;
};
/***************************************************************************
FUNCTION PROTOYPES
***************************************************************************/
//static void ui_input_frame_update(running_machine *machine);
/***************************************************************************
INITIALIZATION
***************************************************************************/
/*-------------------------------------------------
ui_input_init - initializes the UI input
system
-------------------------------------------------*/
void ui_input_init(running_machine *machine)
{
/* create the private data */
machine->ui_input_data = auto_alloc_clear(machine, ui_input_private);
machine->ui_input_data->current_mouse_x = -1;
machine->ui_input_data->current_mouse_y = -1;
/* add a frame callback to poll inputs */
add_frame_callback(machine, ui_input_frame_update);
}
/***************************************************************************
EVENT HANDLING
***************************************************************************/
/*-------------------------------------------------
ui_input_frame_update - looks through pressed
input as per events pushed our way and posts
corresponding IPT_UI_* events
-------------------------------------------------*/
void ui_input_frame_update(running_machine *machine)
{
ui_input_private *uidata = machine->ui_input_data;
int code;
/* update the state of all the UI keys */
for (code = __ipt_ui_start; code <= __ipt_ui_end; code++)
{
int pressed = input_seq_pressed(machine, input_type_seq(machine, code, 0, SEQ_TYPE_STANDARD));
if (!pressed || uidata->seqpressed[code] != SEQ_PRESSED_RESET)
uidata->seqpressed[code] = pressed;
}
}
/*-------------------------------------------------
ui_input_push_event - pushes a single event
onto the queue
-------------------------------------------------*/
int ui_input_push_event(running_machine *machine, ui_event evt)
{
ui_input_private *uidata = machine->ui_input_data;
/* we may be called before the UI is initialized */
if (uidata == NULL)
return FALSE;
/* some pre-processing (this is an icky place to do this stuff!) */
switch (evt.event_type)
{
case UI_EVENT_MOUSE_MOVE:
uidata->current_mouse_target = evt.target;
uidata->current_mouse_x = evt.mouse_x;
uidata->current_mouse_y = evt.mouse_y;
break;
case UI_EVENT_MOUSE_LEAVE:
if (uidata->current_mouse_target == evt.target)
{
uidata->current_mouse_target = NULL;
uidata->current_mouse_x = -1;
uidata->current_mouse_y = -1;
}
break;
case UI_EVENT_MOUSE_DOWN:
uidata->current_mouse_down = TRUE;
break;
case UI_EVENT_MOUSE_UP:
uidata->current_mouse_down = FALSE;
break;
default:
/* do nothing */
break;
}
/* is the queue filled up? */
if ((uidata->events_end + 1) % ARRAY_LENGTH(uidata->events) == uidata->events_start)
return FALSE;
uidata->events[uidata->events_end++] = evt;
uidata->events_end %= ARRAY_LENGTH(uidata->events);
return TRUE;
}
/*-------------------------------------------------
ui_input_pop_event - pops an event off of the queue
-------------------------------------------------*/
int ui_input_pop_event(running_machine *machine, ui_event *evt)
{
ui_input_private *uidata = machine->ui_input_data;
int result;
if (uidata->events_start != uidata->events_end)
{
*evt = uidata->events[uidata->events_start++];
uidata->events_start %= ARRAY_LENGTH(uidata->events);
result = TRUE;
}
else
{
memset(evt, 0, sizeof(*evt));
result = FALSE;
}
return result;
}
/*-------------------------------------------------
ui_input_reset - clears all outstanding events
and resets the sequence states
-------------------------------------------------*/
void ui_input_reset(running_machine *machine)
{
ui_input_private *uidata = machine->ui_input_data;
int code;
uidata->events_start = 0;
uidata->events_end = 0;
for (code = __ipt_ui_start; code <= __ipt_ui_end; code++)
{
uidata->seqpressed[code] = SEQ_PRESSED_RESET;
uidata->next_repeat[code] = 0;
}
}
/*-------------------------------------------------
ui_input_find_mouse - retrieves the current
location of the mouse
-------------------------------------------------*/
render_target *ui_input_find_mouse(running_machine *machine, INT32 *x, INT32 *y, int *button)
{
ui_input_private *uidata = machine->ui_input_data;
if (x != NULL)
*x = uidata->current_mouse_x;
if (y != NULL)
*y = uidata->current_mouse_y;
if (button != NULL)
*button = uidata->current_mouse_down;
return uidata->current_mouse_target;
}
/***************************************************************************
USER INTERFACE SEQUENCE READING
***************************************************************************/
/*-------------------------------------------------
ui_input_pressed - return TRUE if a key down
for the given user interface sequence is
detected
-------------------------------------------------*/
int ui_input_pressed(running_machine *machine, int code)
{
return ui_input_pressed_repeat(machine, code, 0);
}
/*-------------------------------------------------
ui_input_pressed_repeat - return TRUE if a key
down for the given user interface sequence is
detected, or if autorepeat at the given speed
is triggered
-------------------------------------------------*/
int ui_input_pressed_repeat(running_machine *machine, int code, int speed)
{
ui_input_private *uidata = machine->ui_input_data;
int pressed = FALSE;
profiler_mark_start(PROFILER_INPUT);
/* get the status of this key (assumed to be only in the defaults) */
assert(code >= IPT_UI_CONFIGURE && code <= IPT_OSD_16);
pressed = (uidata->seqpressed[code] == SEQ_PRESSED_TRUE);
/* if down, handle it specially */
if (pressed)
{
osd_ticks_t tps = osd_ticks_per_second();
/* if this is the first press, set a 3x delay and leave pressed = 1 */
if (uidata->next_repeat[code] == 0)
uidata->next_repeat[code] = osd_ticks() + 3 * speed * tps / 60;
/* if this is an autorepeat case, set a 1x delay and leave pressed = 1 */
else if (speed > 0 && (osd_ticks() + tps - uidata->next_repeat[code]) >= tps)
uidata->next_repeat[code] += 1 * speed * tps / 60;
/* otherwise, reset pressed = 0 */
else
pressed = FALSE;
}
/* if we're not pressed, reset the memory field */
else
uidata->next_repeat[code] = 0;
profiler_mark_end();
return pressed;
}