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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.
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+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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