mirror of
https://github.com/spice2x/spice2x.github.io.git
synced 2026-08-01 22:30:42 -07:00
rawinput: deal with high poll rate devices, use 3x3 for default for rb touch emu (#796)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Two changes: 1. Handle all HID events in `WM_INPUT` and not just the first one. This only really affects 4000Hz / 8000Hz HID devices. 2. Go back to `3x3` as the default for rb IR touch emulation and remove `1x1` as an option as it does not perform as well as I expected. ## Testing
This commit is contained in:
@@ -41,7 +41,7 @@ void games::rb::RBGame::attach() {
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Game::attach();
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if (1000 < games::rb::TOUCH_POLL_RATE) {
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log_fatal("rb", "-rbtouchsize is set too high; cannot exceed 1000");
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log_fatal("rb", "-rbtouchhz is set too high; cannot exceed 1000");
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}
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// init stuff
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@@ -60,7 +60,7 @@ void games::rb::RBGame::attach() {
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log_info("rb", "force increasing touch poll rate by hooking SleepEx ({}Hz)", TOUCH_POLL_RATE);
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SleepEx_orig = detour::iat_try("SleepEx", SleepEx_hook, avs::game::DLL_INSTANCE);
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} else {
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log_info("rb", "not changing touch poll rate (120Hz by default)");
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log_info("rb", "not changing touch poll rate (~125Hz by default)");
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}
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}
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@@ -7,7 +7,6 @@
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namespace games::rb {
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extern uint16_t TOUCH_SCALING;
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extern uint8_t TOUCH_SIZE;
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extern uint16_t TOUCH_POLL_RATE;
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class RBGame : public games::Game {
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@@ -14,7 +14,6 @@ static std::string WINDOW_TITLE = "REFLEC BEAT";
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namespace games::rb {
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uint16_t TOUCH_SCALING = 1000;
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uint8_t TOUCH_SIZE = 1;
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}
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games::rb::ReflecBeatTouchDeviceHandle::ReflecBeatTouchDeviceHandle(bool log_fps) {
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@@ -50,6 +49,9 @@ bool games::rb::ReflecBeatTouchDeviceHandle::open(LPCWSTR lpFileName) {
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if (wnd != nullptr) {
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// cache the game window so read() can size against it regardless of focus
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this->game_hwnd = wnd;
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// reset window process to make the game not crash
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SetWindowLongPtr(wnd, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(DefWindowProc));
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@@ -106,8 +108,9 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
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return 0;
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}
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// get window
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HWND window = GetForegroundWindow();
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// size against the game window cached in open() (not GetForegroundWindow), so
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// touch stays correctly scaled and keeps working when the game loses focus
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HWND window = this->game_hwnd;
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if (window == nullptr) {
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return 0;
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}
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@@ -166,20 +169,20 @@ int games::rb::ReflecBeatTouchDeviceHandle::read(LPVOID lpBuffer, DWORD nNumberO
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const auto point_x = (int) ((x - window_width / 2.0) * 48.0 / 54.0 + window_width / 2.0);
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const auto point_y = (int) (y - window_height / 76);
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// center
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grid_insert(data, point_x, point_y);
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// surrounding points
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if (games::rb::TOUCH_SIZE == 3) {
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grid_insert(data, point_x - offset_x, point_y); // west
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grid_insert(data, point_x - offset_x, point_y - offset_y); // northwest
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grid_insert(data, point_x - offset_x, point_y + offset_y); // southwest
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grid_insert(data, point_x + offset_x, point_y); // east
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grid_insert(data, point_x + offset_x, point_y + offset_y); // southeast
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grid_insert(data, point_x + offset_x, point_y - offset_y); // northeast
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grid_insert(data, point_x, point_y - offset_y); // north
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grid_insert(data, point_x, point_y + offset_y); // south
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}
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// model a finger as a 3x3 block of IR sensors around the touch point
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// this gives better accuracy (than just 1x1) since the logic below
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// can toggle anywhere from 1x1 to 2x2, and the game engine calculates
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// the center point, which means by inserting up to 8 extra blocks
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// we are emulating a sub-"pixel" resolution
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grid_insert(data, point_x, point_y); // center
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grid_insert(data, point_x - offset_x, point_y); // west
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grid_insert(data, point_x - offset_x, point_y - offset_y); // northwest
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grid_insert(data, point_x - offset_x, point_y + offset_y); // southwest
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grid_insert(data, point_x + offset_x, point_y); // east
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grid_insert(data, point_x + offset_x, point_y + offset_y); // southeast
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grid_insert(data, point_x + offset_x, point_y - offset_y); // northeast
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grid_insert(data, point_x, point_y - offset_y); // north
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grid_insert(data, point_x, point_y + offset_y); // south
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}
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// copy data to buffer
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@@ -12,6 +12,12 @@ namespace games::rb {
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int window_width = 1080;
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int window_height = 1920;
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// game window resolved in open(); read() sizes against this instead of the
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// foreground window so touch stays correctly scaled and keeps working when
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// the game is not the foreground window (rawinput delivers touch regardless
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// of focus)
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HWND game_hwnd = nullptr;
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// logging
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bool log_fps = false;
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uint64_t log_time = 0;
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@@ -1323,12 +1323,7 @@ int main_implementation(int argc, char *argv[]) {
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if (options[launcher::Options::spice2x_RBTouchScale].is_active()) {
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games::rb::TOUCH_SCALING = options[launcher::Options::spice2x_RBTouchScale].value_uint32();
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}
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if (options[launcher::Options::RBTouchSize].is_active()) {
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const auto text = options[launcher::Options::RBTouchSize].value_text();
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if (text == "3") {
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games::rb::TOUCH_SIZE = 3;
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}
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}
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// -rbtouchsize is deprecated and ignored; touch emulation always uses the 3x3 model
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if (options[launcher::Options::RBTouchPollRate].is_active()) {
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games::rb::TOUCH_POLL_RATE = options[launcher::Options::RBTouchPollRate].value_uint32();
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}
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@@ -2716,14 +2716,15 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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},
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{
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// RBTouchSize
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.title = "RB Touch Emulation Size",
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.title = "RB Touch Emulation Size (DEPRECATED - no longer has any effect)",
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.name = "rbtouchsize",
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.desc = "Size of the touch area; how many IR sensors a single finger activates. Default: 1 (1x1).",
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.desc = "This option is deprecated and no longer has any effect. "
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"Reflec Beat touch emulation always uses the 3x3 sensor model.",
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.type = OptionType::Enum,
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.hidden = true,
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.game_name = "Reflec Beat",
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.category = "Game Options",
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.elements = {
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{"1", "1x1"},
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{"3", "3x3"},
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},
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},
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@@ -2731,9 +2732,10 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
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// RBTouchPollRate
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.title = "RB Touch Emulation Poll Hz",
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.name = "rbtouchhz",
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.desc = "By default, the game polls for touch at 120Hz. "
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"This option overrides that rate; enter a number betwen 1 and 1000.\n\n"
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"It should be noted that higher poll does not necessarily improve accuracy or performance.",
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.desc = "By default, the game polls for touch at ~125Hz. "
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"This option overrides that rate; enter a number between 1 and 1000.\n\n"
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"Higher rates reduce input latency (the game sees a fresher touch position) "
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"but do NOT improve spatial accuracy, and very high rates just waste CPU.",
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.type = OptionType::Integer,
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.setting_name = "250",
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.game_name = "Reflec Beat",
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+139
-128
@@ -1764,162 +1764,173 @@ LRESULT CALLBACK rawinput::RawInputManager::input_wnd_proc(
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// get HID data
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auto &data_hid = data->data.hid;
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// parse reports
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for (const auto &pair : device.hidInfo->button_usage_pages) {
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const auto usage_page = pair.first.first;
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const auto link_collection = pair.first.second;
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const auto button_count = pair.second;
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// a single WM_INPUT may carry more than one HID report from the same
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// device: bRawData holds dwCount reports of dwSizeHid bytes each (the
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// buffer size is dwSizeHid * dwCount). parse every report instead of
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// only the first one.
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// https://learn.microsoft.com/en-us/windows/win32/api/winuser/ns-winuser-rawhid
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const DWORD hid_report_count = data_hid.dwCount > 0 ? data_hid.dwCount : 1;
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for (DWORD hid_report_index = 0; hid_report_index < hid_report_count; hid_report_index++) {
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auto *report_data = reinterpret_cast<BYTE *>(data_hid.bRawData)
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+ (size_t) hid_report_index * data_hid.dwSizeHid;
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ULONG usages_length = button_count;
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std::vector<USAGE> usages(static_cast<size_t>(usages_length));
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if (HidP_GetUsages(
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HidP_Input,
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usage_page,
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link_collection,
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usages.data(),
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&usages_length,
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reinterpret_cast<PHIDP_PREPARSED_DATA>(device.hidInfo->preparsed_data.get()),
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reinterpret_cast<PCHAR>(data_hid.bRawData),
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data_hid.dwSizeHid) != HIDP_STATUS_SUCCESS) {
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// parse reports
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for (const auto &pair : device.hidInfo->button_usage_pages) {
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const auto usage_page = pair.first.first;
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const auto link_collection = pair.first.second;
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const auto button_count = pair.second;
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// log_warning(
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ULONG usages_length = button_count;
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std::vector<USAGE> usages(static_cast<size_t>(usages_length));
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if (HidP_GetUsages(
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HidP_Input,
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usage_page,
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link_collection,
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usages.data(),
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&usages_length,
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reinterpret_cast<PHIDP_PREPARSED_DATA>(device.hidInfo->preparsed_data.get()),
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reinterpret_cast<PCHAR>(report_data),
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data_hid.dwSizeHid) != HIDP_STATUS_SUCCESS) {
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// log_warning(
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// "rawinput",
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// "failed to get usages for device {}, usage page {:x} and link collection {:x}",
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// device.desc,
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// usage_page, link_collection);
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continue;
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}
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// log_info(
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// "rawinput",
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// "failed to get usages for device {}, usage page {:x} and link collection {:x}",
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// "processing HID input for device {}, usage page {:x} and link collection {:x} with {} buttons, got {} reports",
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// device.desc,
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// usage_page, link_collection);
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continue;
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}
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// usage_page, link_collection, button_count, usages_length);
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// log_info(
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// "rawinput",
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// "processing HID input for device {}, usage page {:x} and link collection {:x} with {} buttons, got {} reports",
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// device.desc,
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// usage_page, link_collection, button_count, usages_length);
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// buttons
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for (size_t cap_num = 0; cap_num < device.hidInfo->button_caps_list.size(); cap_num++) {
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auto &button_caps = device.hidInfo->button_caps_list[cap_num];
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auto &button_states = device.hidInfo->button_states[cap_num];
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auto &button_down = device.hidInfo->button_down[cap_num];
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auto &button_up = device.hidInfo->button_up[cap_num];
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// buttons
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for (size_t cap_num = 0; cap_num < device.hidInfo->button_caps_list.size(); cap_num++) {
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auto &button_caps = device.hidInfo->button_caps_list[cap_num];
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auto &button_states = device.hidInfo->button_states[cap_num];
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auto &button_down = device.hidInfo->button_down[cap_num];
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auto &button_up = device.hidInfo->button_up[cap_num];
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// is this the right usage page and link collection?
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if (button_caps.UsagePage != usage_page || button_caps.LinkCollection != link_collection) {
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continue;
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}
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// get button count
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int button_count = button_caps.Range.UsageMax - button_caps.Range.UsageMin + 1;
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if (button_count <= 0) {
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continue;
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}
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// update buttons
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std::vector<bool> new_states(button_count);
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for (ULONG usage_num = 0; usage_num < usages_length; usage_num++) {
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if (usages[usage_num] < button_caps.Range.UsageMin ||
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usages[usage_num] > button_caps.Range.UsageMax) {
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// is this the right usage page and link collection?
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if (button_caps.UsagePage != usage_page || button_caps.LinkCollection != link_collection) {
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continue;
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}
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USAGE usage = usages[usage_num] - button_caps.Range.UsageMin;
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// guard against some buggy device sending an event for a usage below `UsageMin`
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if (usage < button_count) {
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new_states[usage] = true;
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// get button count
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int button_count = button_caps.Range.UsageMax - button_caps.Range.UsageMin + 1;
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if (button_count <= 0) {
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continue;
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}
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}
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for (int button_num = 0; button_num < button_count; button_num++) {
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if (!new_states[button_num] && button_states[button_num]) {
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device.updated = true;
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button_states[button_num] = new_states[button_num];
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button_down[button_num] = input_time;
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} else if (new_states[button_num] && !button_states[button_num]) {
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device.updated = true;
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button_states[button_num] = new_states[button_num];
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button_up[button_num] = input_time;
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// update buttons
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std::vector<bool> new_states(button_count);
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for (ULONG usage_num = 0; usage_num < usages_length; usage_num++) {
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if (usages[usage_num] < button_caps.Range.UsageMin ||
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usages[usage_num] > button_caps.Range.UsageMax) {
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continue;
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}
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USAGE usage = usages[usage_num] - button_caps.Range.UsageMin;
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// guard against some buggy device sending an event for a usage below `UsageMin`
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if (usage < button_count) {
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new_states[usage] = true;
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}
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}
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for (int button_num = 0; button_num < button_count; button_num++) {
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if (!new_states[button_num] && button_states[button_num]) {
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device.updated = true;
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button_states[button_num] = new_states[button_num];
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button_down[button_num] = input_time;
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} else if (new_states[button_num] && !button_states[button_num]) {
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device.updated = true;
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button_states[button_num] = new_states[button_num];
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button_up[button_num] = input_time;
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}
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}
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}
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}
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}
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// analogs
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for (auto cap_num = 0; cap_num < device.hidInfo->caps.NumberInputValueCaps; cap_num++) {
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auto &value_caps = device.hidInfo->value_caps_list[cap_num];
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// analogs
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for (auto cap_num = 0; cap_num < device.hidInfo->caps.NumberInputValueCaps; cap_num++) {
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auto &value_caps = device.hidInfo->value_caps_list[cap_num];
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// get value
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LONG value_raw = 0;
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if (HidP_GetUsageValue(
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HidP_Input,
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value_caps.UsagePage,
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value_caps.LinkCollection,
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value_caps.Range.UsageMin,
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reinterpret_cast<ULONG *>(&value_raw),
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reinterpret_cast<PHIDP_PREPARSED_DATA>(device.hidInfo->preparsed_data.get()),
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reinterpret_cast<CHAR *>(data_hid.bRawData),
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data_hid.dwSizeHid) != HIDP_STATUS_SUCCESS)
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{
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continue;
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}
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// get value
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LONG value_raw = 0;
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if (HidP_GetUsageValue(
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HidP_Input,
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value_caps.UsagePage,
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value_caps.LinkCollection,
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value_caps.Range.UsageMin,
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reinterpret_cast<ULONG *>(&value_raw),
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reinterpret_cast<PHIDP_PREPARSED_DATA>(device.hidInfo->preparsed_data.get()),
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reinterpret_cast<CHAR *>(report_data),
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data_hid.dwSizeHid) != HIDP_STATUS_SUCCESS)
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{
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continue;
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}
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// get min and max
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LONG value_min = value_caps.LogicalMin;
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LONG value_max = value_caps.LogicalMax;
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// get min and max
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LONG value_min = value_caps.LogicalMin;
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LONG value_max = value_caps.LogicalMax;
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float value;
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// 0x1 == generic desktop, 0x39 == hat switch
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if (value_caps.UsagePage == 0x1 && value_caps.Range.UsageMin == 0x39) {
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if (value_min <= value_raw && value_raw <= value_max) {
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// scale to float; minimum valid value is UP, and increases in clockwise order
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value = (float) (value_raw - value_min) / (float) (value_max - value_min);
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float value;
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// 0x1 == generic desktop, 0x39 == hat switch
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if (value_caps.UsagePage == 0x1 && value_caps.Range.UsageMin == 0x39) {
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if (value_min <= value_raw && value_raw <= value_max) {
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// scale to float; minimum valid value is UP, and increases in clockwise order
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value = (float) (value_raw - value_min) / (float) (value_max - value_min);
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} else {
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// hat switches report an out-of-bounds value to indicate a neutral position, so it
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// needs special handling; here, we will use a negative value to indicate neutral
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value = -1.f;
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}
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} else {
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// hat switches report an out-of-bounds value to indicate a neutral position, so it
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// needs special handling; here, we will use a negative value to indicate neutral
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value = -1.f;
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}
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} else {
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// fix sign bits for signed values
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if (value_caps.LogicalMin < 0 &&
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0 < value_caps.BitSize && value_caps.BitSize < 32) {
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// fix sign bits for signed values
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if (value_caps.LogicalMin < 0 &&
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0 < value_caps.BitSize && value_caps.BitSize < 32) {
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ULONG raw = static_cast<ULONG>(value_raw) & ((1u << value_caps.BitSize) - 1u);
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const ULONG sign_bit = 1u << (value_caps.BitSize - 1);
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value_raw = static_cast<LONG>((raw ^ sign_bit) - sign_bit);
|
||||
ULONG raw = static_cast<ULONG>(value_raw) & ((1u << value_caps.BitSize) - 1u);
|
||||
const ULONG sign_bit = 1u << (value_caps.BitSize - 1);
|
||||
value_raw = static_cast<LONG>((raw ^ sign_bit) - sign_bit);
|
||||
}
|
||||
|
||||
// automatic calibration
|
||||
if (value_raw < value_min) {
|
||||
value_caps.LogicalMin = value_raw;
|
||||
value_min = value_raw;
|
||||
}
|
||||
if (value_raw > value_max) {
|
||||
value_caps.LogicalMax = value_raw;
|
||||
value_max = value_raw;
|
||||
}
|
||||
|
||||
// scale to float
|
||||
value = (float) (value_raw - value_min) / (float) (value_max - value_min);
|
||||
}
|
||||
|
||||
// automatic calibration
|
||||
if (value_raw < value_min) {
|
||||
value_caps.LogicalMin = value_raw;
|
||||
value_min = value_raw;
|
||||
}
|
||||
if (value_raw > value_max) {
|
||||
value_caps.LogicalMax = value_raw;
|
||||
value_max = value_raw;
|
||||
// store value
|
||||
auto &cur_state = device.hidInfo->value_states[cap_num];
|
||||
if (cur_state != value) {
|
||||
device.updated = true;
|
||||
cur_state = value;
|
||||
}
|
||||
|
||||
// scale to float
|
||||
value = (float) (value_raw - value_min) / (float) (value_max - value_min);
|
||||
// store raw value
|
||||
auto &cur_raw_state = device.hidInfo->value_states_raw[cap_num];
|
||||
if (cur_raw_state != value_raw) {
|
||||
device.updated = true;
|
||||
cur_raw_state = value_raw;
|
||||
}
|
||||
}
|
||||
|
||||
// store value
|
||||
auto &cur_state = device.hidInfo->value_states[cap_num];
|
||||
if (cur_state != value) {
|
||||
device.updated = true;
|
||||
cur_state = value;
|
||||
}
|
||||
|
||||
// store raw value
|
||||
auto &cur_raw_state = device.hidInfo->value_states_raw[cap_num];
|
||||
if (cur_raw_state != value_raw) {
|
||||
device.updated = true;
|
||||
cur_raw_state = value_raw;
|
||||
}
|
||||
// touch screen
|
||||
rawinput::touch::update_input(&device);
|
||||
}
|
||||
|
||||
// touch screen
|
||||
rawinput::touch::update_input(&device);
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
|
||||
Reference in New Issue
Block a user