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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
This commit is contained in:
@@ -39,8 +39,8 @@
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<button name="VEFX" vkey="10" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
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</buttons>
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<analogs>
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<analog name="Turntable P1" devid="Player 1" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Turntable P1" devid="Player 1" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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</analogs>
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<lights>
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<light name="P1 1" devid="Player 1" index="0"/>
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@@ -117,8 +117,8 @@
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<keypad_buttons/>
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<!-- Assumes analog mode. Need to invert direction since this FW is designed for INF. -->
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<analogs>
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<analog name="Turntable P1" devid="arcin (1p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Turntable P1" devid="arcin (1p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1"/>
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<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1"/>
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</analogs>
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<lights>
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<light name="P1 1" devid="arcin (1p)" index="0"/>
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@@ -144,34 +144,34 @@
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<buttons/>
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<keypad_buttons/>
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<analogs>
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<analog name="Key 1" devid="Analogs key 01-28" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Key 1" devid="Analogs key 01-28" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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</analogs>
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<lights>
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<light name="Key 1 R" devid="Lights 01-14" index="0"/>
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@@ -277,9 +277,9 @@
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</buttons>
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<keypad_buttons/>
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<analogs>
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<analog name="Guitar P1 Wail X" devid="Gitaller P1" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="Guitar P1 Wail X" devid="Gitaller P1" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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</analogs>
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<lights/>
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<!-- Gen 1 FAUCETWO in HID mode; should also work for later gens -->
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@@ -296,8 +296,8 @@
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</buttons>
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<keypad_buttons/>
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<analogs>
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<analog name="VOL-L" devid="Buttons (MI_01)" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1" relative="false" delay="0"/>
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<analog name="VOL-L" devid="Buttons (MI_01)" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
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</analogs>
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<lights>
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<light name="BT-A" devid="Lights (MI_02)" index="24"/>
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@@ -237,8 +237,7 @@ float Analog::applyDeadzone(float raw_value) {
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deadzone = -deadzone;
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}
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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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if (getType() != GameAPI::Analogs::AnalogType::LinearPositive) {
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// calculate values
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const auto delta = value - 0.5f;
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@@ -63,14 +63,6 @@ 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 absolute_value_for_rel_mode = 0.5f;
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bool relative_mode = false;
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// circular buffer (delayed input)
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int delay_buffer_depth = 0;
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std::queue<float> delay_buffer;
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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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@@ -106,8 +98,6 @@ 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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setDelayBufferDepth(0);
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setLastState(0.5f);
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}
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@@ -205,33 +195,6 @@ 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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this->relative_mode = relative_mode;
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this->absolute_value_for_rel_mode = 0.5f;
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}
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inline float getAbsoluteValue(float relative_delta) {
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this->absolute_value_for_rel_mode =
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normalizeAnalogValue(this->absolute_value_for_rel_mode + relative_delta);
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return this->absolute_value_for_rel_mode;
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}
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inline int getDelayBufferDepth() const {
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return this->delay_buffer_depth;
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}
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inline void setDelayBufferDepth(int depth) {
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this->delay_buffer_depth = depth;
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}
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inline std::queue<float> &getDelayBuffer() {
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return this->delay_buffer;
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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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+3
-48
@@ -679,34 +679,12 @@ 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 (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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// 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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value = analog.applyDeadzone(value);
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}
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if (analog.isRelativeMode()) {
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float relative_delta = value - 0.5f;
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// built-in scaling to make values reasonable
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relative_delta /= 80.f;
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// integer multiplier/divisor
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const auto mult = analog.getMultiplier();
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if (mult < -1) {
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relative_delta /= -mult;
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} else if (1 < mult) {
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relative_delta *= mult;
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}
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// sensitivity (ranges from 0.0 to 4.0)
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if (analog.isSensitivitySet()) {
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relative_delta *= analog.getSensitivity();
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}
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// translate relative movement to absolute value
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value = analog.getAbsoluteValue(relative_delta);
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} else if (analog.getType() == AnalogType::Circular) {
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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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@@ -782,29 +760,6 @@ 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 (0 < analog.getDelayBufferDepth()) {
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auto& queue = analog.getDelayBuffer();
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// ensure the queue isn't too long; drop old values
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while (analog.getDelayBufferDepth() <= (int)queue.size()) {
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queue.pop();
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}
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// always push new value
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queue.push(value);
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// get a new value to return
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if ((int)queue.size() < analog.getDelayBufferDepth()) {
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// not enough in the queue, stall for now, shouldn't happen often
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value = analog.getLastState();
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} else {
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value = queue.front();
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queue.pop();
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}
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}
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break;
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}
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case rawinput::MIDI: {
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@@ -252,8 +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) {
|
||||
gameAnalogNode->QueryBoolAttribute("invert", &invert);
|
||||
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
|
||||
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
|
||||
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
|
||||
gameAnalogNode->QueryIntAttribute("delay", &delay_buffer_depth);
|
||||
const char *devid = gameAnalogNode->Attribute("devid");
|
||||
|
||||
if (err1 != tinyxml2::XMLError::XML_SUCCESS || !devid) {
|
||||
@@ -277,8 +273,6 @@ bool Config::addGame(Game &game) {
|
||||
gameAnalogNode->SetAttribute("invert", it.getInvert());
|
||||
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
|
||||
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
|
||||
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
|
||||
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
|
||||
gameAnalogsNode->InsertEndChild(gameAnalogNode);
|
||||
} else {
|
||||
it.setIndex(static_cast<unsigned short int>(index));
|
||||
@@ -289,8 +283,6 @@ bool Config::addGame(Game &game) {
|
||||
it.setInvert(invert);
|
||||
it.setSmoothing(smoothing);
|
||||
it.setMultiplier(multiplier);
|
||||
it.setRelativeMode(relative_mode);
|
||||
it.setDelayBufferDepth(delay_buffer_depth);
|
||||
}
|
||||
} else {
|
||||
gameAnalogNode = this->configFile.NewElement("analog");
|
||||
@@ -302,8 +294,6 @@ bool Config::addGame(Game &game) {
|
||||
gameAnalogNode->SetAttribute("invert", it.getInvert());
|
||||
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
|
||||
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
|
||||
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
|
||||
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
|
||||
gameAnalogNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
|
||||
gameAnalogsNode->InsertEndChild(gameAnalogNode);
|
||||
}
|
||||
@@ -457,8 +447,6 @@ bool Config::addGame(Game &game) {
|
||||
gameAnalogNode->SetAttribute("invert", it.getInvert());
|
||||
gameAnalogNode->SetAttribute("smoothing", it.getSmoothing());
|
||||
gameAnalogNode->SetAttribute("multiplier", it.getMultiplier());
|
||||
gameAnalogNode->SetAttribute("relative", it.isRelativeMode());
|
||||
gameAnalogNode->SetAttribute("delay", it.getDelayBufferDepth());
|
||||
gameAnalogsNode->InsertEndChild(gameAnalogNode);
|
||||
}
|
||||
|
||||
@@ -691,8 +679,6 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
|
||||
gameAnalogNode->SetAttribute("invert", analog.getInvert());
|
||||
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
|
||||
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
|
||||
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
|
||||
gameAnalogNode->SetAttribute("delay", analog.getDelayBufferDepth());
|
||||
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
|
||||
} else {
|
||||
gameAnalogNode = this->configFile.NewElement("analog");
|
||||
@@ -703,8 +689,6 @@ bool Config::updateBinding(const Game &game, const Analog &analog) {
|
||||
gameAnalogNode->SetAttribute("invert", analog.getInvert());
|
||||
gameAnalogNode->SetAttribute("smoothing", analog.getSmoothing());
|
||||
gameAnalogNode->SetAttribute("multiplier", analog.getMultiplier());
|
||||
gameAnalogNode->SetAttribute("relative", analog.isRelativeMode());
|
||||
gameAnalogNode->SetAttribute("delay", analog.getDelayBufferDepth());
|
||||
gameAnalogNode->SetAttribute("devid", analog.getDeviceIdentifier().c_str());
|
||||
gameAnalogsNode->InsertEndChild(gameAnalogNode);
|
||||
}
|
||||
@@ -1141,8 +1125,6 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
|
||||
bool invert = false;
|
||||
bool smoothing = false;
|
||||
int multiplier = 1;
|
||||
bool relative_mode = false;
|
||||
int delay_buffer_depth = 0;
|
||||
gameAnalogNode->QueryIntAttribute("index", &index);
|
||||
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
|
||||
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
|
||||
@@ -1150,8 +1132,6 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
|
||||
gameAnalogNode->QueryBoolAttribute("invert", &invert);
|
||||
gameAnalogNode->QueryBoolAttribute("smoothing", &smoothing);
|
||||
gameAnalogNode->QueryIntAttribute("multiplier", &multiplier);
|
||||
gameAnalogNode->QueryBoolAttribute("relative", &relative_mode);
|
||||
gameAnalogNode->QueryIntAttribute("delay", &delay_buffer_depth);
|
||||
const char *devid = gameAnalogNode->Attribute("devid");
|
||||
|
||||
// create analog and add to list
|
||||
@@ -1163,8 +1143,6 @@ std::vector<Analog> Config::getAnalogs(const std::string &gameName) {
|
||||
analog.setInvert(invert);
|
||||
analog.setSmoothing(smoothing);
|
||||
analog.setMultiplier(multiplier);
|
||||
analog.setRelativeMode(relative_mode);
|
||||
analog.setDelayBufferDepth(delay_buffer_depth);
|
||||
if (devid) {
|
||||
analog.setDeviceIdentifier(devid);
|
||||
}
|
||||
|
||||
@@ -69,8 +69,6 @@ namespace overlay::windows {
|
||||
el->SetAttribute("invert", analog.invert);
|
||||
el->SetAttribute("smoothing", analog.smoothing);
|
||||
el->SetAttribute("multiplier", analog.multiplier);
|
||||
el->SetAttribute("relative", analog.relative_mode);
|
||||
el->SetAttribute("delay", analog.delay_buffer_depth);
|
||||
parent->InsertEndChild(el);
|
||||
}
|
||||
|
||||
@@ -92,8 +90,6 @@ namespace overlay::windows {
|
||||
el->QueryBoolAttribute("invert", &a.invert);
|
||||
el->QueryBoolAttribute("smoothing", &a.smoothing);
|
||||
el->QueryIntAttribute("multiplier", &a.multiplier);
|
||||
el->QueryBoolAttribute("relative", &a.relative_mode);
|
||||
el->QueryIntAttribute("delay", &a.delay_buffer_depth);
|
||||
|
||||
return a;
|
||||
}
|
||||
|
||||
@@ -2522,9 +2522,9 @@ namespace overlay::windows {
|
||||
}
|
||||
}
|
||||
|
||||
// hide deadzone for circular analog since it doesn't make any sense (unless in relative mode)
|
||||
// hide deadzone for circular analog since it doesn't make any sense
|
||||
if ((device->type == rawinput::HID || device->type == rawinput::MIDI) &&
|
||||
((analog.getType() != GameAPI::Analogs::AnalogType::Circular) || analog.isRelativeMode())) {
|
||||
analog.getType() != GameAPI::Analogs::AnalogType::Circular) {
|
||||
auto deadzone = analog.getDeadzone();
|
||||
|
||||
// for back compat (before each analog had a type)
|
||||
@@ -2568,46 +2568,16 @@ namespace overlay::windows {
|
||||
if (analog.getType() == GameAPI::Analogs::AnalogType::Circular) {
|
||||
// smoothing
|
||||
bool smoothing = analog.getSmoothing();
|
||||
ImGui::BeginDisabled(analog.isRelativeMode());
|
||||
ImGui::Checkbox("Smooth Axis (adds latency)", &smoothing);
|
||||
ImGui::SameLine();
|
||||
ImGui::HelpMarker(
|
||||
"Apply a moving average algorithm; intended for angular input (knobs, turntables). "
|
||||
"Adds a slight bit of latency to input as the algorithm averages out recent input. "
|
||||
"Only use in dire situations where the input is too jittery for the game.");
|
||||
ImGui::EndDisabled();
|
||||
if (smoothing != analog.getSmoothing()) {
|
||||
analog.setSmoothing(smoothing);
|
||||
}
|
||||
}
|
||||
|
||||
// relative input mode
|
||||
bool relative_analog = analog.isRelativeMode();
|
||||
ImGui::Checkbox("Relative Axis", &relative_analog);
|
||||
ImGui::SameLine();
|
||||
ImGui::HelpMarker(
|
||||
"Use relative directional input instead of positional values.\n\n"
|
||||
"Can be used to translate analog sticks to knob input, for example.\n\n"
|
||||
"WARNING: speed depends on how often the game polls for input! "
|
||||
"Strongly recommended that you go into the game's test menu instead "
|
||||
"of adjusting in spicecfg.");
|
||||
if (relative_analog != analog.isRelativeMode()) {
|
||||
analog.setRelativeMode(relative_analog);
|
||||
}
|
||||
|
||||
// delay buffer
|
||||
int delay = analog.getDelayBufferDepth();
|
||||
if (ImGui::InputInt("Delay (experimental)", &delay, 1, 10)) {
|
||||
delay = CLAMP(delay, 0, 256);
|
||||
analog.setDelayBufferDepth(delay);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ImGui::HelpMarker(
|
||||
"Adds a delay to input. This is poll-based, not time-based.\n\n"
|
||||
"WARNING: delay depends on how often the game polls for input! "
|
||||
"Strongly recommended that you go into the game's test menu instead "
|
||||
"of adjusting in spicecfg. Close all overlays as that will affect "
|
||||
"how input delay is calculated.");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5419,8 +5389,6 @@ namespace overlay::windows {
|
||||
a.setInvert(ta.invert);
|
||||
a.setSmoothing(ta.smoothing);
|
||||
a.setMultiplier(ta.multiplier);
|
||||
a.setRelativeMode(ta.relative_mode);
|
||||
a.setDelayBufferDepth(ta.delay_buffer_depth);
|
||||
::Config::getInstance().updateBinding(game, a);
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -71,8 +71,6 @@ namespace overlay::windows {
|
||||
bool invert = false;
|
||||
bool smoothing = false;
|
||||
int multiplier = 1;
|
||||
bool relative_mode = false;
|
||||
int delay_buffer_depth = 0;
|
||||
|
||||
bool is_device() const { return !device_identifier.empty(); }
|
||||
bool is_unbound() const { return device_identifier.empty() && index == 0xFF; }
|
||||
@@ -89,8 +87,6 @@ namespace overlay::windows {
|
||||
invert = a.getInvert();
|
||||
smoothing = a.getSmoothing();
|
||||
multiplier = a.getMultiplier();
|
||||
relative_mode = a.isRelativeMode();
|
||||
delay_buffer_depth = a.getDelayBufferDepth();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user