Both Acquire() and event processing with DirectInput seem to be
asynchronous. In most cases we can just keep hammering GetDeviceData()
until the event gets processed.
Things get pretty racy around Acquire() though. If we fire event right
after the device is acquired we can find ourselves in one of the three
situations:
1. Event happened after acquiring has completed - the wait will suffice.
2. Event happened before acquiring did any real work - the device will
pick up the state as if the event was processed, but there's nothing
in GetDeviceData(). Because of that we cannot fail on wait.
3. Event happened somewhere in the middle of acquiring - we ended up
both missing the event for GetDeviceData() and we have outdated
state. Sending event again will register as if the button was not
already pressed.
This change covers all three scenarios.
Signed-off-by: Arkadiusz Hiler <ahiler@codeweavers.com>
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This helps when dealing with the quirky c_dfDIJoystick2 format,
which defines all the sliders as overlapping, i.e. rglSlider[2],
rglVSlider[2], rglASlider[2] and rglFSlider[2] all share the same
offset.
With the Linux backends, if the device exposes enough axes (e.g. some
HOTAS) we end up using rglSlider.
Let's make sure we don't unnecessarily override the values there.
Signed-off-by: Arkadiusz Hiler <ahiler@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Instead of sometimes using IDirectInputDevice8A.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
To make it more likely it gets focused on X11 and fix spurious failures.
Signed-off-by: Rémi Bernon <rbernon@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
When a program calls SetProperty with DIPROP_BUFFERSIZE, dinput records
this value for GetProperty but only uses it when the device can support
that number of buffers otherwise a max value.
Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=45732
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Also fixes a few test strings.
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
Star Wars: Rogue 3D requests a DirectX 3.0 version
0108:trace:dinput:DirectInputCreateEx (0x400000,0300,{9a4cb684-236d-11d3-8e9d-00c04f6844ae},0x7acfa0,(nil))
and then tries to interate over all Joysticks.
When using modern windows, the current tests show that this is the correct behaviour.
However, it's possible to use a shim to allow older games, like the
one above, to interate over joysticks.
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair@hotmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This fixes "keyboard.c:365: Tests skipped: failed to queue keyboard event"
message on my Win10 PC (real hardware).
Since some thread messages and window messages, including IME related,
are observed on the thread, they sometimes confuse the message handler.
Signed-off-by: Akihiro Sagawa <sagawa.aki@gmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
For the further improvments, subtype is a member of SysKeyboardImpl structure.
Signed-off-by: Akihiro Sagawa <sagawa.aki@gmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This causes intermittent failures due to implementation of our window drivers.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>