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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
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101
Source/Core/Common/Src/FifoQueue.h
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101
Source/Core/Common/Src/FifoQueue.h
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#ifndef _FIFO_QUEUE_H_
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#define _FIFO_QUEUE_H_
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// a simple lockless thread-safe,
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// single reader, single writer queue
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namespace Common
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{
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template <typename T>
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class FifoQueue
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{
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public:
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FifoQueue()
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{
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m_write_ptr = m_read_ptr = new ElementPtr();
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}
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~FifoQueue()
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{
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// this will empty out the whole queue
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delete m_read_ptr;
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}
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bool Empty() const // true if the queue is empty
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{
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return (m_read_ptr == m_write_ptr);
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}
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void Push(const T& t)
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{
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// create the element, add it to the queue
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m_write_ptr->current = new T(t);
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// set the next pointer to a new element ptr
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// then advance the write pointer
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m_write_ptr = m_write_ptr->next = new ElementPtr();
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}
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bool Pop(T& t)
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{
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// if write pointer points to the same element, queue is empty
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if (m_read_ptr == m_write_ptr)
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return false;
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// get the element from out of the queue
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t = *m_read_ptr->current;
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ElementPtr *const tmpptr = m_read_ptr;
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// advance the read pointer
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m_read_ptr = m_read_ptr->next;
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// set the next element to NULL to stop the recursive deletion
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tmpptr->next = NULL;
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delete tmpptr; // this also deletes the element
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return true;
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}
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bool Peek(T& t)
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{
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// if write pointer points to the same element, queue is empty
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if (m_read_ptr == m_write_ptr)
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return false;
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// get the element from out of the queue
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t = *m_read_ptr->current;
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return true;
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}
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private:
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// stores a pointer to element at front of queue
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// and a pointer to the next ElementPtr
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class ElementPtr
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{
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public:
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ElementPtr() : current(NULL), next(NULL) {}
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~ElementPtr()
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{
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if (current)
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{
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delete current;
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// recusion ftw
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if (next)
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delete next;
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}
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}
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T *volatile current;
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ElementPtr *volatile next;
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};
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ElementPtr *volatile m_write_ptr;
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ElementPtr *volatile m_read_ptr;
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};
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}
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#endif
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