New Wiimote Plugin: Added a real wiimote io_write queue like the old plugin. A combination of locks and lack of a write queue were the cause of the real wiimote slowdown. - new plugin should work as good as the old one with real wiimotes now.(but still lacking a pairup button) Other stuff: Disabled execution of Gecko Codes when Dolphin has cheats disabled.(fixes issue 2971) Allow the range of an input to be increased to 500% (will make ps3 controller's tilt more usable)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5993 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Jordan Woyak
2010-07-29 10:21:48 +00:00
parent 25accdec23
commit b70f134c88
5 changed files with 159 additions and 34 deletions

View File

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#ifndef _FIFO_QUEUE_H_
#define _FIFO_QUEUE_H_
// a simple lockless thread-safe,
// single reader, single writer queue
namespace Common
{
template <typename T>
class FifoQueue
{
public:
FifoQueue()
{
m_write_ptr = m_read_ptr = new ElementPtr();
}
~FifoQueue()
{
// this will empty out the whole queue
delete m_read_ptr;
}
bool Empty() const // true if the queue is empty
{
return (m_read_ptr == m_write_ptr);
}
void Push(const T& t)
{
// create the element, add it to the queue
m_write_ptr->current = new T(t);
// set the next pointer to a new element ptr
// then advance the write pointer
m_write_ptr = m_write_ptr->next = new ElementPtr();
}
bool Pop(T& t)
{
// if write pointer points to the same element, queue is empty
if (m_read_ptr == m_write_ptr)
return false;
// get the element from out of the queue
t = *m_read_ptr->current;
ElementPtr *const tmpptr = m_read_ptr;
// advance the read pointer
m_read_ptr = m_read_ptr->next;
// set the next element to NULL to stop the recursive deletion
tmpptr->next = NULL;
delete tmpptr; // this also deletes the element
return true;
}
bool Peek(T& t)
{
// if write pointer points to the same element, queue is empty
if (m_read_ptr == m_write_ptr)
return false;
// get the element from out of the queue
t = *m_read_ptr->current;
return true;
}
private:
// stores a pointer to element at front of queue
// and a pointer to the next ElementPtr
class ElementPtr
{
public:
ElementPtr() : current(NULL), next(NULL) {}
~ElementPtr()
{
if (current)
{
delete current;
// recusion ftw
if (next)
delete next;
}
}
T *volatile current;
ElementPtr *volatile next;
};
ElementPtr *volatile m_write_ptr;
ElementPtr *volatile m_read_ptr;
};
}
#endif