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rawinput: reimplement analog relative mode and delay (#674)
## Link to GitHub Issue or related Pull Request, if one exists #181 ## Description of change Implement analog relative mode and delay option using a new millisecond-based algorithm. ## Testing WIP
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@@ -237,7 +237,8 @@ float Analog::applyDeadzone(float raw_value) {
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deadzone = -deadzone;
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}
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if (getType() != GameAPI::Analogs::AnalogType::LinearPositive) {
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// relative mode assumes that user is using a stick, so center is neutral regardless of analog type
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if (getType() != GameAPI::Analogs::AnalogType::LinearPositive || isRelativeMode()) {
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// calculate values
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const auto delta = value - 0.5f;
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@@ -290,4 +291,75 @@ float Analog::applyDeadzone(float raw_value) {
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}
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}
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return value;
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}
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}
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float Analog::getRelativeModeValue(float raw_value) {
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const auto now = get_performance_seconds();
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auto delta_time = now - this->rel_mode_last_read_time_s;
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if (this->rel_mode_last_read_time_s != 0.f) {
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// some heuristics to prevent huge jumps:
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// * if we went for more than 250ms without polls, discard it (e.g., during loading screens)
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// * cap the delta at 100ms to prevent huge jumps in case of very infrequent polling
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if (delta_time < 0.f || 0.25f < delta_time) {
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delta_time = 0.f;
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} else if (delta_time > 0.1f) {
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delta_time = 0.1f;
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}
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// scale [0, 1] to [-1, 1] to simplify calculations
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const auto delta_raw_value = (raw_value - 0.5f) * 2.f;
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// target is one revolution per second at max speed at 1.0 sensitivity
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auto adjusted_delta_value = delta_raw_value * delta_time;
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// multiplier / divisor
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if (this->getMultiplier() > 1) {
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adjusted_delta_value *= this->getMultiplier();
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} else if (this->getMultiplier() < -1) {
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adjusted_delta_value /= -this->getMultiplier();
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}
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// sensitivity
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if (this->isSensitivitySet()) {
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adjusted_delta_value *= this->getSensitivity();
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}
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// calculate the new absolute value
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this->rel_mode_absolute_value += adjusted_delta_value;
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}
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// update for next poll
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this->rel_mode_last_read_time_s = now;
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this->rel_mode_absolute_value = normalizeAnalogValue(this->rel_mode_absolute_value);
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return this->rel_mode_absolute_value;
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}
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float Analog::getDelayedValue(float raw_value) {
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const double delay_ms = static_cast<double>(this->getDelayMs());
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if (delay_ms == 0.0) {
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return raw_value;
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}
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// always push a new value
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const auto now = get_performance_milliseconds();
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this->delayed_inputs.emplace(now, raw_value);
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// drain the queue down to reasonable length to prevent unconstrained growth
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// this would accommodate 1 second at ~1000Hz which is overkill
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// (UI only allows for 250ms of delay)
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while (this->delayed_inputs.size() > 1024) {
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this->delayed_inputs.pop();
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}
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// pop until we find the oldest value still inside the delay window
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while (this->delayed_inputs.size() > 1) {
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const auto delta_t = now - this->delayed_inputs.front().time_in_ms;
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if (delta_t <= delay_ms) {
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break;
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}
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this->delayed_inputs.pop();
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}
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return this->delayed_inputs.front().value;
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include <cstdint>
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#include <array>
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#include <string>
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#include <cmath>
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@@ -34,6 +35,11 @@ struct AnalogMovingAverage {
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float cosine;
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};
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struct AnalogDelayEntry {
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double time_in_ms;
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float value;
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};
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class Analog {
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private:
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std::string name;
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@@ -63,6 +69,15 @@ private:
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float divisor_previous_value = 0.5f;
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unsigned short divisor_region = 0;
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// relative input mode
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float rel_mode_absolute_value = 0.5f;
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float rel_mode_last_read_time_s = 0.f;
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bool relative_mode = false;
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// delay
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uint32_t delay_ms = 0;
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std::queue<AnalogDelayEntry> delayed_inputs;
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float calculateAngularDifference(float old_rads, float new_rads);
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float normalizeAngle(float rads);
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float normalizeAnalogValue(float value);
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@@ -83,6 +98,8 @@ public:
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float applyAngularSensitivity(float raw_rads);
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float applyMultiplier(float raw_value);
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float applyDeadzone(float raw_value);
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float getRelativeModeValue(float raw_value);
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float getDelayedValue(float raw_value);
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inline bool isSet() {
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if (this->override_enabled) {
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@@ -98,7 +115,9 @@ public:
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smoothing = false;
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deadzone_mirror = false;
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setMultiplier(1);
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setRelativeMode(false);
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setLastState(0.5f);
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setDelayMs(0);
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}
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inline void clearBindings() {
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@@ -195,6 +214,19 @@ public:
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this->last_state = last_state;
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}
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inline bool isRelativeMode() const {
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return this->relative_mode;
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}
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inline void setRelativeMode(bool relative_mode) {
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if (relative_mode) {
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this->smoothing = false;
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}
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this->relative_mode = relative_mode;
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this->rel_mode_absolute_value = 0.5f;
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this->rel_mode_last_read_time_s = 0.f;
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}
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inline GameAPI::Analogs::AnalogType getType() const {
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return this->type;
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}
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@@ -202,4 +234,12 @@ public:
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inline void setType(GameAPI::Analogs::AnalogType type) {
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this->type = type;
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}
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inline uint32_t getDelayMs() const {
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return this->delay_ms;
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}
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inline void setDelayMs(uint32_t delay_ms) {
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this->delay_ms = delay_ms;
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}
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};
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+34
-21
@@ -679,38 +679,45 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
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}
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// deadzone
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// do not apply deadzone to circular analogs since it doesn't make sense
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if (analog.isDeadzoneSet() && analog.getType() != AnalogType::Circular) {
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// do not apply deadzone to circular analogs since it doesn't make sense (except in relative mode)
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if (analog.isDeadzoneSet() &&
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(analog.getType() != AnalogType::Circular || analog.isRelativeMode())) {
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value = analog.applyDeadzone(value);
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}
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if (analog.getType() == AnalogType::Circular) {
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// integer multiplier
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value = analog.applyMultiplier(value);
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// smoothing/sensitivity
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if (analog.getSmoothing() || analog.isSensitivitySet()) {
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float rads = value * (float) M_TAU;
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if (analog.isRelativeMode()) {
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value = analog.getRelativeModeValue(value);
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// smoothing
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if (analog.getSmoothing()) {
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} else {
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// integer multiplier
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value = analog.applyMultiplier(value);
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// preserve direction
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if (rads >= M_TAU) {
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rads -= 0.0001f;
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// smoothing/sensitivity
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if (analog.getSmoothing() || analog.isSensitivitySet()) {
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float rads = value * (float) M_TAU;
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// smoothing
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if (analog.getSmoothing()) {
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// preserve direction
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if (rads >= M_TAU) {
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rads -= 0.0001f;
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}
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// calculate angle
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rads = analog.getSmoothedValue(rads);
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}
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// calculate angle
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rads = analog.getSmoothedValue(rads);
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}
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// sensitivity
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if (analog.isSensitivitySet()) {
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rads = analog.applyAngularSensitivity(rads);
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}
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// sensitivity
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if (analog.isSensitivitySet()) {
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rads = analog.applyAngularSensitivity(rads);
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// apply to value
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value = rads * (float) M_1_TAU;
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}
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// apply to value
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value = rads * (float) M_1_TAU;
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}
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} else {
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// sensitivity
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@@ -760,6 +767,12 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
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value = std::clamp(value, 0.f, 1.f);
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}
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}
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// delay
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if (analog.getDelayMs() > 0) {
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value = analog.getDelayedValue(value);
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}
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break;
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}
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case rawinput::MIDI: {
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@@ -252,6 +252,8 @@ bool Config::addGame(Game &game) {
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bool invert = false;
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bool smoothing = false;
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int multiplier = 1;
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bool relative_mode = false;
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uint32_t delay = 0;
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tinyxml2::XMLError err1 = gameAnalogNode->QueryIntAttribute("index", &index);
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gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
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gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
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@@ -259,6 +261,8 @@ bool Config::addGame(Game &game) {
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gameAnalogNode->QueryBoolAttribute("invert", &invert);
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gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
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gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
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gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
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gameAnalogNode->QueryUnsignedAttribute("delay_ms", &delay);
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const char *devid = gameAnalogNode->Attribute("devid");
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if (err1 != tinyxml2::XMLError::XML_SUCCESS || !devid) {
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@@ -273,6 +277,8 @@ bool Config::addGame(Game &game) {
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gameAnalogNode->SetAttribute("invert", it.getInvert());
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gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
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gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
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gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
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gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
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gameAnalogsNode->InsertEndChild(gameAnalogNode);
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} else {
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it.setIndex(static_cast<unsigned short int>(index));
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@@ -283,6 +289,8 @@ bool Config::addGame(Game &game) {
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it.setInvert(invert);
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it.setSmoothing(smoothing);
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it.setMultiplier(multiplier);
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it.setRelativeMode(relative_mode);
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it.setDelayMs(delay);
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}
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} else {
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gameAnalogNode = this->configFile.NewElement("analog");
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@@ -294,6 +302,8 @@ bool Config::addGame(Game &game) {
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gameAnalogNode->SetAttribute("invert", it.getInvert());
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gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
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gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
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gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
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gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
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gameAnalogNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
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gameAnalogsNode->InsertEndChild(gameAnalogNode);
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}
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@@ -447,6 +457,8 @@ bool Config::addGame(Game &game) {
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gameAnalogNode->SetAttribute("invert", it.getInvert());
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gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
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gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
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gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
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gameAnalogNode->SetAttribute("delay_ms", it.getDelayMs());
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gameAnalogsNode->InsertEndChild(gameAnalogNode);
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}
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@@ -679,6 +691,8 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
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gameAnalogNode->SetAttribute("invert", analog.getInvert());
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gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
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gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
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gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
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gameAnalogNode->SetAttribute("delay_ms", analog.getDelayMs());
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gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
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} else {
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gameAnalogNode = this->configFile.NewElement("analog");
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@@ -689,6 +703,8 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
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gameAnalogNode->SetAttribute("invert", analog.getInvert());
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gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
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gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
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gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
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gameAnalogNode->SetAttribute("delay_ms", analog.getDelayMs());
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gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
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gameAnalogsNode->InsertEndChild(gameAnalogNode);
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}
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@@ -1125,6 +1141,8 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
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bool invert = false;
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bool smoothing = false;
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int multiplier = 1;
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bool relative_mode = false;
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uint32_t delay = 0;
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gameAnalogNode->QueryIntAttribute("index", &index);
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gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
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gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
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@@ -1132,6 +1150,8 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
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gameAnalogNode->QueryBoolAttribute("invert", &invert);
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gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
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gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
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gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
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gameAnalogNode->QueryUnsignedAttribute("delay_ms", &delay);
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const char *devid = gameAnalogNode->Attribute("devid");
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// create analog and add to list
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@@ -1143,6 +1163,8 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
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analog.setInvert(invert);
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analog.setSmoothing(smoothing);
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analog.setMultiplier(multiplier);
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analog.setRelativeMode(relative_mode);
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analog.setDelayMs(delay);
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if (devid) {
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analog.setDeviceIdentifier(devid);
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}
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@@ -69,6 +69,8 @@ namespace overlay::windows {
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el->SetAttribute("invert", analog.invert);
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el->SetAttribute("smoothing", analog.smoothing);
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el->SetAttribute("multiplier", analog.multiplier);
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el->SetAttribute("relative", analog.relative_mode);
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el->SetAttribute("delay_ms", analog.delay_ms);
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parent->InsertEndChild(el);
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}
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@@ -90,6 +92,8 @@ namespace overlay::windows {
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el->QueryBoolAttribute("invert", &a.invert);
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el->QueryBoolAttribute("smoothing", &a.smoothing);
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el->QueryIntAttribute("multiplier", &a.multiplier);
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el->QueryBoolAttribute("relative", &a.relative_mode);
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el->QueryUnsignedAttribute("delay_ms", &a.delay_ms);
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return a;
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}
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