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https://github.com/spice2x/spice2x.github.io.git
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api: check for window focus when accepting input (#317)
## Link to GitHub Issue, if one exists Fixes #139 ## Description of change Add an option for detecting window focus when accepting input. The new default will be to have the following: * naive bindings will check for window focus * rawinput binds are not affected, will continue to be accepted regardless of focus Other options (always / never choices) can be picked by the user to tweak the behavior if needed. Clean up usage of `0xff` constant to represent invalid naive vkey. ## Testing Still in progress, especially in regards to performance. On a i7-9700 system, 10000 calls to `superexit::has_focus()` takes 250-350 microseconds, so this should not be a big deal at all.
This commit is contained in:
+34
-4
@@ -1,5 +1,8 @@
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#include "api.h"
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#include <optional>
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#include "launcher/superexit.h"
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#include "rawinput/rawinput.h"
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#include "rawinput/piuio.h"
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#include "util/time.h"
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@@ -64,18 +67,29 @@ GameAPI::Buttons::State GameAPI::Buttons::getState(rawinput::RawInputManager *ma
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auto current_button = &_button;
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auto alternatives = check_alts ? ¤t_button->getAlternatives() : nullptr;
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unsigned int button_count = 0;
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std::optional<bool> window_has_focus;
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while (true) {
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// naive behavior
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if (current_button->isNaive()) {
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GameAPI::Buttons::State state;
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auto vkey = current_button->getVKey();
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// check for focus
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if (vkey != INVALID_VKEY && rawinput::NAIVE_REQUIRE_FOCUS) {
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if (!window_has_focus.has_value()) {
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window_has_focus = superexit::has_focus();
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}
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if (!window_has_focus.value()) {
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vkey = INVALID_VKEY;
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}
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}
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// read
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auto vkey = current_button->getVKey();
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GameAPI::Buttons::State state;
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if (vkey == 0xFF) {
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if (vkey == INVALID_VKEY) {
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state = BUTTON_NOT_PRESSED;
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} else {
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state = (GetAsyncKeyState(current_button->getVKey()) & 0x8000) ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
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state = (GetAsyncKeyState(vkey) & 0x8000) ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
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}
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// invert
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@@ -106,6 +120,16 @@ GameAPI::Buttons::State GameAPI::Buttons::getState(rawinput::RawInputManager *ma
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auto &devid = current_button->getDeviceIdentifier();
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auto device = manager->devices_get(devid, false); // TODO: fix to update only
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// check for focus
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if (device && rawinput::RAWINPUT_REQUIRE_FOCUS) {
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if (!window_has_focus.has_value()) {
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window_has_focus = superexit::has_focus();
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}
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if (!window_has_focus.value()) {
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device = nullptr;
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}
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}
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// get state if device was marked as updated
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GameAPI::Buttons::State state = current_button->getLastState();
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double *last_up = nullptr;
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@@ -571,6 +595,12 @@ float GameAPI::Analogs::getState(rawinput::Device *device, Analog &analog) {
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switch (device->type) {
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case rawinput::MOUSE: {
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// check for focus
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if (rawinput::NAIVE_REQUIRE_FOCUS && !superexit::has_focus()) {
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value = analog.getLastState();
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break;
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}
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// get mouse position
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auto mouse = device->mouseInfo;
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long pos;
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@@ -284,7 +284,7 @@ std::string Button::getDisplayString(rawinput::RawInputManager* manager) {
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std::string vKeyString = fmt::format("{:#x}", vKey);
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// device must be existing
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if (this->device_identifier.empty() && vKey == 0xFF) {
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if (this->device_identifier.empty() && vKey == INVALID_VKEY) {
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return "";
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}
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@@ -33,12 +33,14 @@ enum ButtonAnalogType {
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extern const char *ButtonAnalogTypeStr[];
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constexpr unsigned short INVALID_VKEY = UINT16_C(0xFF);
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class Button {
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private:
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std::vector<Button> alternatives;
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std::string name;
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std::string device_identifier = "";
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unsigned short vKey = 0xFF;
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unsigned short vKey = INVALID_VKEY;
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ButtonAnalogType analog_type = BAT_NONE;
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double debounce_up = 0.0;
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double debounce_down = 0.0;
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@@ -68,12 +70,12 @@ public:
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if (this->override_enabled) {
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return true;
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}
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if (this->vKey != 0xFF) {
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if (this->vKey != INVALID_VKEY) {
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return true;
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}
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for (auto &alternative : this->alternatives) {
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if (alternative.vKey != 0xFF) {
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if (alternative.vKey != INVALID_VKEY) {
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return true;
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}
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}
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@@ -82,7 +84,7 @@ public:
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}
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inline void clearBindings() {
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vKey = 0xFF;
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vKey = INVALID_VKEY;
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alternatives.clear();
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device_identifier = "";
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analog_type = BAT_NONE;
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@@ -1077,6 +1077,17 @@ int main_implementation(int argc, char *argv[]) {
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if (options[launcher::Options::spice2x_EnableSMXDedicab].value_bool()) {
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rawinput::ENABLE_SMX_DEDICAB = true;
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}
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if (options[launcher::Options::InputRequiresFocus].is_active()) {
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const auto &text = options[launcher::Options::InputRequiresFocus].value_text();
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if (text == "always") {
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rawinput::NAIVE_REQUIRE_FOCUS = true;
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rawinput::RAWINPUT_REQUIRE_FOCUS = true;
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} else if (text == "never") {
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rawinput::NAIVE_REQUIRE_FOCUS = false;
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rawinput::RAWINPUT_REQUIRE_FOCUS = false;
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}
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}
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if (options[launcher::Options::MidiAlgoVer].is_active()) {
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if (options[launcher::Options::MidiAlgoVer].value_text() == "legacy") {
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midi_algo = rawinput::MidiNoteAlgorithm::LEGACY;
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@@ -2170,6 +2170,23 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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.setting_name = "20",
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.category = "I/O Options",
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},
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{
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// InputRequiresFocus
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.title = "Input Requires Focus",
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.name = "inputfocus",
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.desc =
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"Determine input behavior when game window is not in focus.\n\n"
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"never: allow input regardless of focus\n"
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"naive (default): only naive bindings check for window focus, rawinput binds are always allowed\n"
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"always: only process input when window is in focus",
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.type = OptionType::Enum,
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.category = "I/O Options",
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.elements = {
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{"never", ""},
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{"naive", ""},
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{"always", ""},
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},
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},
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{
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// NostalgiaPoke
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.title = "Nost Screen Poke",
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@@ -233,6 +233,7 @@ namespace launcher {
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IIDXRecQuality,
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MidiAlgoVer,
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MidiNoteSustain,
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InputRequiresFocus,
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NostalgiaPoke,
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ForceBackBufferCount,
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SDVXWindowedSubscreenSize,
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@@ -28,6 +28,8 @@ namespace rawinput {
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int TOUCHSCREEN_RANGE_X = 0;
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int TOUCHSCREEN_RANGE_Y = 0;
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bool DUMP_HID_DEVICES_TO_LOG = false;
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bool NAIVE_REQUIRE_FOCUS = true;
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bool RAWINPUT_REQUIRE_FOCUS = false;
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// set this to something slightly longer than 16.67ms (60Hz) so that I/O can pick it up
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// this may need to be adjusted for each game in the future if there is a game that polls less
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@@ -28,6 +28,9 @@ namespace rawinput {
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extern uint32_t MIDI_NOTE_SUSTAIN;
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extern bool NAIVE_REQUIRE_FOCUS;
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extern bool RAWINPUT_REQUIRE_FOCUS;
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struct DeviceCallback {
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void *data;
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std::function<void(void*, Device*)> f;
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