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MDX: Refactored p4io.cpp (#467)
## Link to GitHub Issue, if one exists #452 ## Description of change Added `Sleep(4)` call to regulate how fast the `device_io` function will call `getState` for each button. The panel buttons were commented out because those are handled by the MDXF Control Status Buffer functions anyways, so the work was redundant. It's also why the timing precision from this function doesn't matter, so it can afford a longer sleep ## Testing - Verified IO still functions properly - Verified decrease in overall CPU usage
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@@ -253,28 +253,25 @@ namespace games::ddr {
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if(((dwIoControlCode>>16)&0xFFFF) == FILE_DEVICE_UNKNOWN) {
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switch((dwIoControlCode>>2)&0x3FFF) {
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case P4IO_IOCTL_GET_INPUTS: {
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// Prevents this function from being called at its normal 2000-2500 kHz cadence and overloading the CPU, instead reduces it to 250 Hz
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Sleep(4);
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memset(lpOutBuffer, 0, 16);
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auto controls = (uint32_t*) lpOutBuffer;
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const std::pair<size_t, uint8_t> buttonMapping[] =
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{
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// Panel input comes from MDXF Control Status Buffer functions
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{Buttons::SERVICE, 25}, //Good
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{Buttons::TEST, 28}, //Good
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{Buttons::COIN_MECH, 24}, //Good
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{Buttons::P1_START, 0}, //Good
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{Buttons::P1_PANEL_UP, 5}, //Good
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{Buttons::P1_PANEL_DOWN, 6}, //Good
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{Buttons::P1_PANEL_LEFT, 7}, //Goood
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{Buttons::P1_PANEL_RIGHT, 16}, //Good
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{Buttons::P1_MENU_UP, 1}, //Good
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{Buttons::P1_MENU_DOWN, 2}, //Good
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{Buttons::P1_MENU_LEFT, 3}, //Good
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{Buttons::P1_MENU_RIGHT, 4}, //Good
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{Buttons::P2_START, 8}, //Good
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{Buttons::P2_PANEL_UP, 13}, //Good
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{Buttons::P2_PANEL_DOWN, 14}, //Good
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{Buttons::P2_PANEL_LEFT, 15}, //Good
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{Buttons::P2_PANEL_RIGHT, 20}, //Good
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{Buttons::P2_MENU_UP, 9}, //Good
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{Buttons::P2_MENU_DOWN, 10}, //Good
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{Buttons::P2_MENU_LEFT, 11}, //Good
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