| 664 | } |
| 665 | |
| 666 | void UpdateInputActions(bool allowAsyncUpdate, bool applyQueue) |
| 667 | { |
| 668 | // Don't update input data during frameskip. |
| 669 | if (allowAsyncUpdate || !g_Synchronizer.Locked()) |
| 670 | { |
| 671 | ClearInputData(); |
| 672 | UpdateRumble(); |
| 673 | ReadKeyboard(); |
| 674 | ReadMouse(); |
| 675 | ReadGamepad(); |
| 676 | } |
| 677 | |
| 678 | DefaultConflict(); |
| 679 | |
| 680 | // Update action map. |
| 681 | for (auto& [actionID, action] : ActionMap) |
| 682 | action.Update(Key(action.GetID())); |
| 683 | |
| 684 | if (applyQueue) |
| 685 | ApplyActionQueue(); |
| 686 | |
| 687 | // Additional handling. |
| 688 | HandleHotkeyActions(); |
| 689 | SolveActionCollisions(); |
| 690 | } |
| 691 | |
| 692 | void ClearAllActions() |
| 693 | { |
no test coverage detected