mirror of
https://github.com/spice2x/spice2x.github.io.git
synced 2026-08-01 14:20:42 -07:00
rawinput: custom threshold for BAT (button-analog type) (#654)
## Link to GitHub Issue or related Pull Request, if one exists #653 ## Description of change By default, BAT Positive / Negative binds trigger when the stick is tilted 10% off the center. This needs a bit more customization since: 1. User may want to customize the center point (e.g., guitar controller neutral position) 2. User may want to adjust the sensitivity (e.g., guitar controller tilt angle to trigger wailing). ## Testing WIP
This commit is contained in:
+12
-2
@@ -199,9 +199,19 @@ GameAPI::Buttons::State GameAPI::Buttons::getState(rawinput::RawInputManager *ma
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if (vKey < value_states->size()) {
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auto value = value_states->at(vKey);
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if (current_button->getAnalogType() == BAT_POSITIVE) {
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state = value > 0.6f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
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float threshold = 0.6f;
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if (current_button->getBatThreshold() > 0) {
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threshold = std::clamp(current_button->getBatThreshold() / 100.f, 0.01f, 0.99f);
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}
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state = value > threshold ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
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} else if (current_button->getAnalogType() == BAT_NEGATIVE) {
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state = value < 0.4f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
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float threshold = 0.4f;
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if (current_button->getBatThreshold() > 0) {
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threshold = std::clamp((100 - current_button->getBatThreshold()) / 100.f, 0.01f, 0.99f);
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}
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state = value < threshold ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
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} else {
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state = value > 0.01f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
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}
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@@ -56,6 +56,7 @@ private:
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ButtonAnalogType analog_type = BAT_NONE;
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double debounce_up = 0.0;
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double debounce_down = 0.0;
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int bat_threshold = 0; // for positive/negative only, value in percentage, zero is default
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bool invert = false;
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bool is_temporary = false;
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@@ -109,6 +110,7 @@ public:
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alternatives.clear();
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device_identifier = "";
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analog_type = BAT_NONE;
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bat_threshold = 0;
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}
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std::string getDisplayString(rawinput::RawInputManager* manager);
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@@ -169,6 +171,14 @@ public:
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this->debounce_down = debounce_time_down;
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}
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inline void setBatThreshold(int bat_threshold) {
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this->bat_threshold = bat_threshold;
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}
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inline int getBatThreshold() const {
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return this->bat_threshold;
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}
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inline bool getInvert() const {
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return this->invert;
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}
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@@ -162,6 +162,7 @@ bool Config::addGame(Game &game) {
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auto analogType = (int) BAT_NONE;
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double debounce_up = 0.0;
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double debounce_down = 0.0;
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int bat_threshold = 0;
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int velocity_threshold = 0;
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bool invert = false;
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tinyxml2::XMLError attrError = gameButtonNode->QueryIntAttribute("vkey", &vKey);
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@@ -169,6 +170,7 @@ bool Config::addGame(Game &game) {
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gameButtonNode->QueryIntAttribute("analogtype", &analogType);
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gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up);
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gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down);
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gameButtonNode->QueryIntAttribute("bat_threshold", &bat_threshold);
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gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold);
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gameButtonNode->QueryBoolAttribute("invert", &invert);
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if (attrError != tinyxml2::XMLError::XML_SUCCESS) {
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@@ -180,6 +182,7 @@ bool Config::addGame(Game &game) {
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gameButtonNode->SetAttribute("devid", button->getDeviceIdentifier().c_str());
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gameButtonNode->SetAttribute("debounce_up", debounce_up);
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gameButtonNode->SetAttribute("debounce_down", debounce_down);
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gameButtonNode->SetAttribute("bat_threshold", bat_threshold);
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gameButtonNode->SetAttribute("velocity_threshold", velocity_threshold);
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gameButtonNode->SetAttribute("invert", invert);
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gameButtonsNode->InsertEndChild(gameButtonNode);
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@@ -188,6 +191,7 @@ bool Config::addGame(Game &game) {
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button->setAnalogType((ButtonAnalogType) analogType);
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button->setDebounceUp(debounce_up);
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button->setDebounceDown(debounce_down);
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button->setBatThreshold(bat_threshold);
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button->setVelocityThreshold(velocity_threshold);
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button->setInvert(invert);
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if (devid) {
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@@ -207,6 +211,7 @@ bool Config::addGame(Game &game) {
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gameButtonNode->SetAttribute("analogtype", (int) it.getAnalogType());
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gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp());
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gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown());
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gameButtonNode->SetAttribute("bat_threshold", it.getBatThreshold());
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gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold());
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gameButtonNode->SetAttribute("invert", it.getInvert());
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gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
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@@ -432,6 +437,7 @@ bool Config::addGame(Game &game) {
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gameButtonNode->SetAttribute("analogtype", it.getAnalogType());
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gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp());
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gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown());
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gameButtonNode->SetAttribute("bat_threshold", it.getBatThreshold());
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gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold());
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gameButtonNode->SetAttribute("invert", it.getInvert());
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gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
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@@ -535,6 +541,7 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
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gameButtonNode->SetAttribute("analogtype", (int) button.getAnalogType());
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gameButtonNode->SetAttribute("debounce_up", button.getDebounceUp());
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gameButtonNode->SetAttribute("debounce_down", button.getDebounceDown());
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gameButtonNode->SetAttribute("bat_threshold", button.getBatThreshold());
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gameButtonNode->SetAttribute("velocity_threshold", button.getVelocityThreshold());
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gameButtonNode->SetAttribute("invert", button.getInvert());
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gameButtonNode->SetAttribute("devid", button.getDeviceIdentifier().c_str());
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@@ -551,6 +558,7 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
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gameButtonNode->SetAttribute("analogtype", 0);
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gameButtonNode->SetAttribute("debounce_up", 0.0);
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gameButtonNode->SetAttribute("debounce_down", 0.0);
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gameButtonNode->SetAttribute("bat_threshold", 0);
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gameButtonNode->SetAttribute("velocity_threshold", 0);
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gameButtonNode->SetAttribute("invert", false);
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gameButtonNode->SetAttribute("devid", "");
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@@ -946,12 +954,14 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
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auto analogType = (int) BAT_NONE;
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double debounce_up = 0.0;
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double debounce_down = 0.0;
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int bat_threshold = 0;
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int velocity_threshold = 0;
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bool invert = false;
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gameButtonNode->QueryIntAttribute("vkey", &vKey);
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gameButtonNode->QueryIntAttribute("analogtype", &analogType);
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gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up);
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gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down);
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gameButtonNode->QueryIntAttribute("bat_threshold", &bat_threshold);
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gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold);
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gameButtonNode->QueryBoolAttribute("invert", &invert);
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const char *devid = gameButtonNode->Attribute("devid");
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@@ -966,6 +976,7 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
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alt.setAnalogType((ButtonAnalogType) analogType);
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alt.setDebounceUp(debounce_up);
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alt.setDebounceDown(debounce_down);
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alt.setBatThreshold(bat_threshold);
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alt.setVelocityThreshold(velocity_threshold);
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alt.setInvert(invert);
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if (devid) {
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@@ -984,6 +995,7 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
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button.setAnalogType((ButtonAnalogType) analogType);
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button.setDebounceUp(debounce_up);
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button.setDebounceDown(debounce_down);
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button.setBatThreshold(bat_threshold);
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button.setVelocityThreshold(velocity_threshold);
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button.setInvert(invert);
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if (devid) {
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@@ -24,6 +24,7 @@ namespace overlay::windows {
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el->SetAttribute("invert", entry.invert);
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el->SetAttribute("debounce_up", entry.debounce_up);
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el->SetAttribute("debounce_down", entry.debounce_down);
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el->SetAttribute("bat_threshold", entry.bat_threshold);
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el->SetAttribute("velocity_threshold", entry.velocity_threshold);
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parent->InsertEndChild(el);
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}
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@@ -49,6 +50,10 @@ namespace overlay::windows {
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el->QueryIntAttribute("velocity_threshold", &vel);
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entry.velocity_threshold = (unsigned short)vel;
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int bat = 0;
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el->QueryIntAttribute("bat_threshold", &bat);
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entry.bat_threshold = bat;
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return entry;
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}
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@@ -1063,6 +1063,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_NONE);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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button->setInvert(false);
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button->setLastState(GameAPI::Buttons::BUTTON_NOT_PRESSED);
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@@ -1265,6 +1266,7 @@ namespace overlay::windows {
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button->setAnalogType(bat);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1313,6 +1315,7 @@ namespace overlay::windows {
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button->setAnalogType(buffer[0]);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1360,6 +1363,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_NONE);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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// same idea as setMidiVKey - keep velocity threshold consistent
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button->setVelocityThreshold(
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device->midiInfo->v2_velocity_threshold[button->getVKey()]);
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@@ -1385,6 +1389,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_MIDI_CTRL_PRECISION);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1411,6 +1416,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_MIDI_CTRL_SINGLE);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1437,6 +1443,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_MIDI_CTRL_ONOFF);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1462,6 +1469,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_MIDI_PITCH_DOWN);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1482,6 +1490,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_MIDI_PITCH_UP);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1511,6 +1520,7 @@ namespace overlay::windows {
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button->setAnalogType(BAT_NONE);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -1635,6 +1645,7 @@ namespace overlay::windows {
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button->setVKey(vKey);
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button->setDebounceUp(0.0);
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button->setDebounceDown(0.0);
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button->setBatThreshold(0);
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button->setVelocityThreshold(0);
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::Config::getInstance().updateBinding(
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games_list[games_selected], *button,
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@@ -2050,11 +2061,48 @@ namespace overlay::windows {
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// invert
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bool invert = button->getInvert();
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if (ImGui::Checkbox("Invert", &invert)) {
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if (ImGui::Checkbox("Invert Resulting Value", &invert)) {
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button->setInvert(invert);
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dirty = true;
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}
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// bat threshold
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if (device->type == rawinput::HID &&
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(button->getAnalogType() == BAT_POSITIVE || button->getAnalogType() == BAT_NEGATIVE)) {
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int bat_threshold = button->getBatThreshold();
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bool is_active = (bat_threshold > 0);
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if (ImGui::Checkbox("Custom Analog Threshold", &is_active)) {
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if (!is_active) {
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button->setBatThreshold(0);
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} else if (bat_threshold == 0) {
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button->setBatThreshold(60);
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}
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dirty = true;
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}
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ImGui::SameLine();
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ImGui::HelpMarker(
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"Assuming that 50% is the center, value exceeding 60% triggers the button by default. "
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"With this option, you can customize the trigger threshold.\n\n"
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"Setting this to 51% means tiny movements will trigger the button (small deadzone), "
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"while setting this to 99% means the button will only trigger at maximum value (large deadzone).\n\n"
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"Setting this to below 50% adjusts the neutral / center position.");
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if (is_active) {
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if (ImGui::SliderInt(
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"Analog Threshold",
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&bat_threshold,
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1, 99,
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"%d%%",
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ImGuiSliderFlags_AlwaysClamp)) {
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button->setBatThreshold(bat_threshold);
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}
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if (ImGui::IsItemDeactivatedAfterEdit()) {
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dirty = true;
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}
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}
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}
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// state display
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ImGui::TextUnformatted("");
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if (device != nullptr && device->type == rawinput::MIDI) {
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@@ -5283,6 +5331,7 @@ namespace overlay::windows {
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btn.setInvert(entry->invert);
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btn.setDebounceUp(entry->debounce_up);
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btn.setDebounceDown(entry->debounce_down);
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btn.setBatThreshold(entry->bat_threshold);
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btn.setVelocityThreshold(entry->velocity_threshold);
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::Config::getInstance().updateBinding(game, btn, -1);
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} else {
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@@ -5293,6 +5342,7 @@ namespace overlay::windows {
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alt_btn.setInvert(entry->invert);
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alt_btn.setDebounceUp(entry->debounce_up);
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alt_btn.setDebounceDown(entry->debounce_down);
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alt_btn.setBatThreshold(entry->bat_threshold);
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alt_btn.setVelocityThreshold(entry->velocity_threshold);
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alt_btn.setTemporary(true);
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btn.getAlternatives().push_back(alt_btn);
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@@ -17,6 +17,7 @@ namespace overlay::windows {
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bool invert = false;
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double debounce_up = 0.0;
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double debounce_down = 0.0;
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int bat_threshold = 0;
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unsigned short velocity_threshold = 0;
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bool is_naive() const { return device_identifier.empty() && vKey != INVALID_VKEY; }
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@@ -31,6 +32,7 @@ namespace overlay::windows {
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e.invert = btn.getInvert();
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e.debounce_up = btn.getDebounceUp();
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e.debounce_down = btn.getDebounceDown();
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e.bat_threshold = btn.getBatThreshold();
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e.velocity_threshold = btn.getVelocityThreshold();
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return e;
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}
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Reference in New Issue
Block a user