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jb: touch debounce (#798)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Debouce option for touch input. Applies to all touch handlers (rawinput, win8, win7) since it sits at the touch layer, and then consumed by jb touch logic. ## Testing
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@@ -12,6 +12,7 @@
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#include "touch/touch.h"
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#include "rawinput/touch.h"
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#include "util/logging.h"
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#include "util/time.h"
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#include "util/utils.h"
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// touch layout: a 4x4 grid of 160px buttons separated by 37 / 38 / 37 px gaps
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@@ -36,6 +37,7 @@ namespace games::jb {
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// touch state
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JubeatTouchAlgorithm TOUCH_ALGORITHM = Improved;
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JubeatTouchDebugMode TOUCH_DEBUG_OVERLAY = JbTouchDebugAuto;
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uint32_t TOUCH_DEBOUNCE_MS = 0;
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static std::atomic_bool TOUCH_ENABLE = false;
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static bool TOUCH_ATTACHED = false;
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static bool IS_PORTRAIT = true;
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@@ -52,22 +54,31 @@ namespace games::jb {
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static void clear_touch_points() {
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for (auto &point : TOUCH_POINTS) {
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point.store(JB_INVALID_TOUCH_POINT, std::memory_order_relaxed);
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point.store(JB_INVALID_TOUCH_POINT, std::memory_order_release);
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}
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}
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static void publish_touch_points(const std::vector<TouchPoint> &touch_points) {
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// false when a contact is younger than the debounce window and should be ignored
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static bool touch_matured(const TouchPoint &tp, double now_ms, double threshold_ms) {
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return now_ms - tp.down_ms >= threshold_ms;
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}
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// snapshot for the debug overlay: each slot atomically holds one matured contact or
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// the invalid sentinel. immature and absent contacts are published as invalid, so the
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// overlay never shows a suppressed tap and a single atomic per slot cannot tear
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static void publish_touch_points(const std::vector<TouchPoint> &touch_points,
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double now_ms, double threshold_ms) {
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size_t count = touch_points.size();
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if (count > JB_MAX_TOUCH_POINTS) {
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count = JB_MAX_TOUCH_POINTS;
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}
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for (size_t i = count; i < JB_MAX_TOUCH_POINTS; i++) {
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TOUCH_POINTS[i].store(JB_INVALID_TOUCH_POINT, std::memory_order_relaxed);
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}
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for (size_t i = 0; i < count; i++) {
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POINT point { touch_points[i].x, touch_points[i].y };
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TOUCH_POINTS[i].store(point, std::memory_order_relaxed);
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for (size_t i = 0; i < JB_MAX_TOUCH_POINTS; i++) {
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POINT point = JB_INVALID_TOUCH_POINT;
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if (i < count && touch_matured(touch_points[i], now_ms, threshold_ms)) {
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point = { touch_points[i].x, touch_points[i].y };
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}
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TOUCH_POINTS[i].store(point, std::memory_order_release);
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}
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}
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@@ -207,7 +218,19 @@ namespace games::jb {
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uint16_t next_state = 0;
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std::vector<TouchPoint> touch_points;
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touch_get_points(touch_points);
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publish_touch_points(touch_points);
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// debounce: the landing time is stamped by the touch layer, so this is
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// independent of how often the game polls for input (0 = off)
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double now_ms = get_performance_milliseconds();
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double threshold_ms = TOUCH_DEBOUNCE_MS;
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// publish every raw contact (with its maturity) for the debug overlay, then drop
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// the ones still inside the debounce window so no algorithm sees them
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publish_touch_points(touch_points, now_ms, threshold_ms);
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std::erase_if(touch_points, [&](const TouchPoint &tp) {
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return !touch_matured(tp, now_ms, threshold_ms);
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});
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if (TOUCH_ALGORITHM == Legacy) {
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// legacy: evenly divide the play area into a 4x4 grid
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@@ -355,18 +378,21 @@ namespace games::jb {
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int radius = touch_radius();
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int draw_radius = radius > 0 ? radius : JB_TOUCH_RADIUS;
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// each slot holds a matured contact or the invalid sentinel; immature and absent
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// contacts were already filtered out by publish_touch_points
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for (auto &touch_point : TOUCH_POINTS) {
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POINT point = touch_point.load(std::memory_order_relaxed);
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POINT point = touch_point.load(std::memory_order_acquire);
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if (point.x == JB_INVALID_TOUCH_COORD) {
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continue;
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}
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bool pressed = touch_presses_button(point.x, point.y, gx, gy, legacy, radius);
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SelectObject(hdc, pressed ? pen_white : pen_gray);
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Ellipse(hdc, point.x - draw_radius, point.y - draw_radius,
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point.x + draw_radius, point.y + draw_radius);
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// the arc would point at a single snapped-to button; plus can trigger several at
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// the arc points at a single snapped-to button; plus can trigger several at
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// once, so skip it there
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if (pressed || TOUCH_ALGORITHM == Plus) {
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continue;
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@@ -26,6 +26,10 @@ namespace games::jb {
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extern JubeatTouchAlgorithm TOUCH_ALGORITHM;
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extern JubeatTouchDebugMode TOUCH_DEBUG_OVERLAY;
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// minimum contact age in milliseconds before a touch registers (0 = off);
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// filters momentary phantom touches from noisy panels
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extern uint32_t TOUCH_DEBOUNCE_MS;
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// atomically published panel state, read by the I/O layer
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std::bitset<16> touch_state();
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