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rawinput: remove experimental analog features (delay and relative axis mode) (#668)
## Link to GitHub Issue or related Pull Request, if one exists Related to #181 ## Description of change This PR removes two features marked as "experimental" for analog axis - `Delay` and `Relative Axis`. They have been in spice as experimental option for almost 2 years.. but they have a fundamental problem of being tied to how often the analog is polled. Not just how often the game's I/O emulation code polls it, but literally any source (spice API, overlay, etc). For `Delay`, the only real usage I'm aware of is for #181 which is delaying IIDX turntable input. For this, I will follow up with a separate PR that adds back the delay option specifically for IIDX. For `Relative Axis` - I'm not quite sure if any one actually uses this. This could be implemented per-game if some game demands it. Polaris Chord already has one, for example. ## Testing
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@@ -252,8 +252,6 @@ 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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int delay_buffer_depth = 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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@@ -261,8 +259,6 @@ 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->QueryIntAttribute("delay", &delay_buffer_depth);
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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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@@ -277,8 +273,6 @@ 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", it.getDelayBufferDepth());
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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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@@ -289,8 +283,6 @@ 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.setDelayBufferDepth(delay_buffer_depth);
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}
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} else {
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gameAnalogNode = this->configFile.NewElement("analog");
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@@ -302,8 +294,6 @@ 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", it.getDelayBufferDepth());
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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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@@ -457,8 +447,6 @@ 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", it.getDelayBufferDepth());
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gameAnalogsNode->InsertEndChild(gameAnalogNode);
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}
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@@ -691,8 +679,6 @@ 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", analog.getDelayBufferDepth());
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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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@@ -703,8 +689,6 @@ 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", analog.getDelayBufferDepth());
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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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@@ -1141,8 +1125,6 @@ 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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int delay_buffer_depth = 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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@@ -1150,8 +1132,6 @@ 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->QueryIntAttribute("delay", &delay_buffer_depth);
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const char *devid = gameAnalogNode->Attribute("devid");
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// create analog and add to list
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@@ -1163,8 +1143,6 @@ 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.setDelayBufferDepth(delay_buffer_depth);
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if (devid) {
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analog.setDeviceIdentifier(devid);
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}
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