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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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