mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-25 13:17:22 +01:00
Allow concurrent buffering and dispatch of input events
This commit is contained in:
parent
5118c434e2
commit
ac350d6651
@ -36,6 +36,10 @@
|
||||
#include "scene/resources/texture.h"
|
||||
#include "servers/rendering_server.h"
|
||||
|
||||
#ifdef DEV_ENABLED
|
||||
#include "core/os/thread.h"
|
||||
#endif
|
||||
|
||||
void InputDefault::SpeedTrack::update(const Vector2 &p_delta_p) {
|
||||
uint64_t tick = OS::get_singleton()->get_ticks_usec();
|
||||
uint32_t tdiff = tick - last_tick;
|
||||
@ -311,6 +315,10 @@ Vector3 InputDefault::get_gyroscope() const {
|
||||
}
|
||||
|
||||
void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool p_is_emulated) {
|
||||
// This function does the final delivery of the input event to user land.
|
||||
// Regardless where the event came from originally, this has to happen on the main thread.
|
||||
DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id());
|
||||
|
||||
// Notes on mouse-touch emulation:
|
||||
// - Emulated mouse events are parsed, that is, re-routed to this method, so they make the same effects
|
||||
// as true mouse events. The only difference is the situation is flagged as emulated so they are not
|
||||
@ -354,7 +362,9 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
|
||||
touch_event->set_pressed(mb->is_pressed());
|
||||
touch_event->set_position(mb->get_position());
|
||||
touch_event->set_double_tap(mb->is_doubleclick());
|
||||
_THREAD_SAFE_UNLOCK_
|
||||
main_loop->input_event(touch_event);
|
||||
_THREAD_SAFE_LOCK_
|
||||
}
|
||||
}
|
||||
|
||||
@ -376,7 +386,9 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
|
||||
drag_event->set_relative(relative);
|
||||
drag_event->set_speed(get_last_mouse_speed());
|
||||
|
||||
_THREAD_SAFE_UNLOCK_
|
||||
main_loop->input_event(drag_event);
|
||||
_THREAD_SAFE_LOCK_
|
||||
}
|
||||
}
|
||||
|
||||
@ -473,7 +485,9 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
|
||||
|
||||
if (ge.is_valid()) {
|
||||
if (main_loop) {
|
||||
_THREAD_SAFE_UNLOCK_
|
||||
main_loop->input_event(ge);
|
||||
_THREAD_SAFE_LOCK_
|
||||
}
|
||||
}
|
||||
|
||||
@ -496,7 +510,9 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
|
||||
}
|
||||
|
||||
if (main_loop) {
|
||||
_THREAD_SAFE_UNLOCK_
|
||||
main_loop->input_event(p_event);
|
||||
_THREAD_SAFE_LOCK_
|
||||
}
|
||||
}
|
||||
|
||||
@ -723,8 +739,15 @@ void InputDefault::flush_buffered_events() {
|
||||
_THREAD_SAFE_METHOD_
|
||||
|
||||
while (buffered_events.front()) {
|
||||
_parse_input_event_impl(buffered_events.front()->get(), false);
|
||||
// The final delivery of the input event involves releasing the lock.
|
||||
// While the lock is released, another thread may lock it and add new events to the back.
|
||||
// Therefore, we get each event and pop it while we still have the lock,
|
||||
// to ensure the list is in a consistent state.
|
||||
List<Ref<InputEvent>>::Element *E = buffered_events.front();
|
||||
Ref<InputEvent> e = E->get();
|
||||
buffered_events.pop_front();
|
||||
|
||||
_parse_input_event_impl(e, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user