| 609 | } |
| 610 | |
| 611 | void GameLoop::sleepSendPreview() |
| 612 | { |
| 613 | /* Sleep a bit to not surcharge the processor */ |
| 614 | struct timespec tim = {0, 33L*1000L*1000L}; |
| 615 | nanosleep(&tim, NULL); |
| 616 | |
| 617 | /* Send marker text if it has changed */ |
| 618 | static std::string old_marker_text; |
| 619 | std::string text; |
| 620 | emit getMarkerText(text); |
| 621 | if (old_marker_text != text) { |
| 622 | old_marker_text = text; |
| 623 | sendMessage(MSGN_MARKER); |
| 624 | sendString(text); |
| 625 | } |
| 626 | |
| 627 | /* Send a preview of inputs so that the game can display them |
| 628 | * on the HUD */ |
| 629 | |
| 630 | /* Don't preview when reading inputs */ |
| 631 | if (context->config.sc.recording == SharedConfig::RECORDING_READ) { |
| 632 | sendMessage(MSGN_EXPOSE); |
| 633 | return; |
| 634 | } |
| 635 | |
| 636 | static AllInputs preview_ai, last_preview_ai; |
| 637 | if (gameEvents->haveFocus()) { |
| 638 | /* Format the keyboard and mouse state and save it in the AllInputs struct */ |
| 639 | context->config.km->buildAllInputs(preview_ai, context->game_window, context->config.sc, false); |
| 640 | } |
| 641 | |
| 642 | /* Fill controller inputs from the controller input window. */ |
| 643 | for (int j = 0; j < AllInputs::MAXJOYS; j++) { |
| 644 | if (preview_ai.controllers[j]) { |
| 645 | emit fillControllerInputs(*preview_ai.controllers[j], j); |
| 646 | } |
| 647 | } |
| 648 | |
| 649 | /* Send inputs if changed */ |
| 650 | if (!(preview_ai == last_preview_ai)) { |
| 651 | preview_ai.send(true); |
| 652 | last_preview_ai = preview_ai; |
| 653 | } |
| 654 | |
| 655 | sendMessage(MSGN_EXPOSE); |
| 656 | } |
| 657 | |
| 658 | |
| 659 | void GameLoop::processInputs(AllInputs &ai) |
nothing calls this directly
no test coverage detected