mirror of
https://github.com/RPCS3/rpcs3.git
synced 2024-11-22 10:42:36 +01:00
input: reimplement lost optimization
We don't need to check all the buttons constantly
This commit is contained in:
parent
57473ff98d
commit
a74156fe5b
@ -240,39 +240,40 @@ void pad_thread::ThreadFunc()
|
||||
|
||||
m_info.now_connect = connected_devices + num_ldd_pad;
|
||||
|
||||
// The input_ignored section is only reached when a dialog was closed and the pads are still intercepted.
|
||||
// The ignore_input section is only reached when a dialog was closed and the pads are still intercepted.
|
||||
// As long as any of the listed buttons is pressed, cellPadGetData will ignore all input (needed for Hotline Miami).
|
||||
// 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).
|
||||
const bool input_ignored = m_info.ignore_input && !(m_info.system_info & CELL_PAD_INFO_INTERCEPTED);
|
||||
bool any_button_pressed = false;
|
||||
|
||||
for (usz i = 0; i < m_pads.size(); i++)
|
||||
if (m_info.ignore_input && !(m_info.system_info & CELL_PAD_INFO_INTERCEPTED))
|
||||
{
|
||||
const auto& pad = m_pads[i];
|
||||
bool any_button_pressed = false;
|
||||
|
||||
if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED)
|
||||
for (usz i = 0; i < m_pads.size() && !any_button_pressed; i++)
|
||||
{
|
||||
const auto& pad = m_pads[i];
|
||||
|
||||
if (!(pad->m_port_status & CELL_PAD_STATUS_CONNECTED))
|
||||
continue;
|
||||
|
||||
for (auto& button : pad->m_buttons)
|
||||
{
|
||||
if (button.m_pressed)
|
||||
if (button.m_pressed && (
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_CROSS ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_SQUARE ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_START ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_SELECT))
|
||||
{
|
||||
if (button.m_outKeyCode == CELL_PAD_CTRL_CROSS ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_CIRCLE ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_TRIANGLE ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_SQUARE ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_START ||
|
||||
button.m_outKeyCode == CELL_PAD_CTRL_SELECT)
|
||||
{
|
||||
any_button_pressed = true;
|
||||
}
|
||||
any_button_pressed = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (input_ignored && !any_button_pressed)
|
||||
{
|
||||
m_info.ignore_input = false;
|
||||
if (!any_button_pressed)
|
||||
{
|
||||
m_info.ignore_input = false;
|
||||
}
|
||||
}
|
||||
|
||||
std::this_thread::sleep_for(1ms);
|
||||
|
Loading…
Reference in New Issue
Block a user