Compare commits

..

24 Commits

Author SHA1 Message Date
bicarus 5f94ef4478 overlay: fix scroll bar jumping around when regaining focus (#673)
## Link to GitHub Issue or related Pull Request, if one exists
Regression caused by #604, probably

## Description of change
When spicecfg or the game loses focus and regains it, scroll bar jumps
around. This was because we weren't keeping proper track of mouse wheel
position while not in focus, so when we gain it back, it's as if the
scroll bar was moved a huge distance.

## Testing
Tested spicecfg and in overlay.
2026-05-03 03:49:52 -07:00
bicarus c4193eddc5 iidx: millisecond-based delay option (#672)
## Link to GitHub Issue or related Pull Request, if one exists
#181 

## Description of change
Use millisecond-based calculation to add artificial delay to the TT
input.

## Testing
Tested 64 bit TDJ and LDJ.
2026-05-03 01:23:45 -07:00
bicarus c8962a0e77 overlay: setting button as always-on (#671)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change

Add a checkbox to the buttons edit dialog that lets you set a device as
"always on", accomplished by setting the device to `Naive`, vkey to
`0xff` (invalid), and `Invert`.

No backend rawinput changes.

## Testing
2026-05-02 22:42:36 -07:00
din b6a749e5db add snek to lights match map (#670)
## Description of change
add snek board to lights mapping

## Testing
with a snek board


<img width="490" height="477"
alt="DeepinScreenshot_select-area_20260502164249"
src="https://github.com/user-attachments/assets/a86affff-74c6-4d5d-b657-fab12c40aaa4"
/>
2026-05-02 15:49:19 -07:00
bicarus-dev 7dbbe9809e update iidx tt delay option text 2026-05-02 02:50:29 -07:00
bicarus 79a3e32d5d iidx: delay logic for iidx tt (#669)
## Link to GitHub Issue or related Pull Request, if one exists
Re-implements fix for #181 as it was removed by #668

## Description of change
Add two options to add artificial delay to turntable input. These
operate directly on the input logic (`get_tt`) which is called by I/O
emulation code.

Functionally, it's **identical** to the `Delay (experimental)` option we
had in the analog tab, just moved to Options tab.

## Testing
64 bit tdj: ok
64 bit ldj bi2a: ok
32 bit ldj ezusb: ok

Worth noting that TDJ bi2x_hook polls at 120Hz, bi2a at ~500Hz, and
ezusb at ~170Hz
2026-05-02 02:17:51 -07:00
bicarus c5a4e954f9 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
2026-05-02 00:51:21 -07:00
bicarus 7b862768b0 overlay: show name of analog control in popup title (#667) 2026-05-02 00:01:33 -07:00
bicarus af8d8dae9f rawinput: distinguish between circular and linear analog input (#665)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Currently, all analogs are treated as circular values that wrap around.
This works for knobs and turntables, but can get weird for linear values
(like tilt sensors and sliders) especially once analog options are
enabled, such as sensitivity.

This PR groups analogs into 3 buckets: circular, linear (centered), and
linear (positive). Linear types get different algorithms applied to it
when options are set (e.g., sensitivity caps out at 0, 1 instead of
wrapping around).

In linear mode:
* Sensitivity value applies an exponential response curve (power curve)
to the original value.
* Multiplier/divisor serves as a linear cut-off.
* Relative mode works as you expect, but of course, values don't wrap
around.
* Invert and deadzone work as you expect (since they applied to the
controller input anyway)
* Smoothing is removed from the UI and has no effect.
* Delay is unaffected.

Also, fix a small bug with -/+ button not working for analog `Delay`
option.

## Testing
WIP
2026-05-01 19:02:32 -07:00
llm96 d9d5823fdb rawinput: add missing nullptr check (#666)
## Link to GitHub Issue or related Pull Request, if one exists
N/A

## Description of change

Fixes a crash when opening the properties modal on a Naive button bind.


https://github.com/spice2x/spice2x.github.io/blob/82dda3380039bbaa995ee99e2d3effebbcb58082/src/spice2x/overlay/windows/config.cpp#L2081

Binds:
<img width="800" height="600" alt="image"
src="https://github.com/user-attachments/assets/18d1fcfb-085f-4a2b-8fce-36809a4bbb5a"
/>

Stack trace from Debug build:
```
overlay::windows::Config::edit_button_popup(const std::string &, const std::string &, Button *, float, int) config.cpp:2081
overlay::windows::Config::build_button(const std::string &, Button &, Button *, int, int, int) config.cpp:1050
overlay::windows::Config::build_buttons(const std::string &, std::vector<…> *, int, int) config.cpp:718
overlay::windows::Config::build_content() config.cpp:283
overlay::Window::build() window.cpp:96
overlay::SpiceOverlay::new_frame() overlay.cpp:486
graphics_d3d9_on_present(HWND__ *, IDirect3DDevice9 *, IDirect3DDevice9 *) d3d9_backend.cpp:1447
__ZN23WrappedIDirect3DDevice97PresentEPK7tagRECTS2_P6HWND__PK8_RGNDATA@20 d3d9_device.cpp:396
main_implementation(int, char **) launcher.cpp:2453
main launcher.cpp:2671
```

Relevant snippet from error log:
```
[2026/05/01 18:50:17] M:config: tab selection changed from 0 to 1
[2026/05/01 18:50:48] W:signal: exception raised: EXCEPTION_ACCESS_VIOLATION
[2026/05/01 18:50:48] W:troubleshooter: 

/-------------------------- spice2x auto-troubleshooter -----------------------\

  spice2x version: 2026-04-23
  game version: LDJ:J:A:A:2013090900

  the game has crashed
    * share this entire log file with someone for troubleshooting (log.txt)
    * spice will also attempt to create a minidump (minidump.dmp)
        minidump should only be shared with people you trust as it may contain
        sensitive data (PCBID, card ID, etc)

  log level is set to `disable` (either in avs-config.xml or using -loglevel)
      this log file may have omitted important error messages from the game
      if you are troubleshooting crashes or failures, it is recommended that you
      set AVS Log Level (-loglevel) option to `all`

  unsure what to do next?
    * update to the latest version:
        https://github.com/spice2x/spice2x.github.io/releases
    * check the FAQ:
        https://github.com/spice2x/spice2x.github.io/wiki/Known-issues

\------------------------- spice2x auto-troubleshooter ------------------------/

[2026/05/01 18:50:48] I:signal: printing callstack
[2026/05/01 18:50:48] I:stackwalker: 006A7001 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0068DF8C (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0069A7C1 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0069B857 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0066461F (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 00663B7A (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 0045B548 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 004FE1CE (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 1008AD13 (bm2dx): (unknown): dll_entry_main
[2026/05/01 18:50:48] I:stackwalker: 100934A7 (bm2dx): (unknown): dll_entry_main
[2026/05/01 18:50:48] I:stackwalker: 10088D24 (bm2dx): (unknown): dll_entry_main
[2026/05/01 18:50:48] I:stackwalker: 0044B8A6 (spice): (unknown): (unknown)
[2026/05/01 18:50:48] I:stackwalker: 77290CB7 (ntdll): (unknown): RtlGetSystemTimeAndBias
[2026/05/01 18:50:53] F:signal: end
[2026/05/01 18:50:53] I:launcher: stopping subsystems
[2026/05/01 18:50:53] I:logger: stop
[2026/05/01 18:50:53] I:audio: stopping
[2026/05/01 18:50:54] I:rawinput: disposing devices
[2026/05/01 18:50:54] I:xinput: destroyed
```

## Testing
Replicated on upstream build from `spice2x-26-04-23-full.zip`
2026-05-01 14:42:45 -07:00
bicarus 82dda33800 graphics: restore monitor settings when fullscreen is lost then restored (#664)
## Link to GitHub Issue or related Pull Request, if one exists
Fixes #663 

## Description of change
Apply monitor rotation and refresh rate again when fullscreen focus is
regained.

## Testing
Tested with sdvx7
2026-04-28 16:04:52 -07:00
bicarus 3876e38636 xinput: small fixes (#661)
## Link to GitHub Issue or related Pull Request, if one exists
#616 

## Description of change
Fix UI labels being wrong for analog stick up/down (they were reversed).

Adjust deadzone so that when sticks are bound as digital buttons, they
are not as sensitive.

Small refactoring of code.

## Testing
Tested via spicecfg using my xbox one controller.
2026-04-27 22:19:23 -07:00
bicarus 6bc1357d6a ddr: add support for analog axis-only pads and handle left+right / up+down input (#659)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Some crappy DDR soft mats (either USB-based or console pads with crappy
adapters that lack a dedicated "DDR pad mode") use X and Y analog axis
for arrows, which means they cannot cleanly report Up+Down or Left+Right
input.

According to some ancient Stepmania code, a lot of these report a middle
value (value between center and right, for example, for left+right).
Borrow this hack from Stepmania and implement it in spice as analog
input for DDR.

Also, for rawinput/xinput automatic bind scenario, update the logic so
that face buttons are always detected before analog axis / dpads for
consistency. This would help with binding any DDR pads that
simultaneously input face buttons / dpad / analog axis, so that we can
prefer face buttons when detected.

## Testing
I don't have any soft mats that have this, but it was tested with an
xbox controller.
2026-04-27 20:17:54 -07:00
Will 37218e7fe0 Try and preserve the wideness of std::filesystem::path more (#660)
As noted in #567, a filesystem path that contains non-ascii will break a
lot if using a clang toolchain.

Luckily, fmtlib has a lossy utf8 convert when you use it to print a path
(after including `fmt/std.h`). The vast majority of this diff is just
removing `.string()` from paths inside loggings calls.

There are some callsites I _didn't_ touch, mainly the options, because
it would be an ABI break to change those to be wide strings and I cbf
looking into settings upgrades. There are also some spots (avs mountpath
remapping, for example) where the path is guaranteed to be ascii, so I
didn't modify them.

ImGui doesn't appear to easily support wide strings (I mean, surely it
does, but I'm not gonna look too far into it) so I mostly just left
those alone too, with a few spots modified to re-use fmtlib's lossy
utf8.

Some of the changes are basically never gonna be hit IRL, like who would
put a file with a non-ascii _extension_ along with their modules? But
the diff is (I hope) pretty easy to validate as OK.

Testing has been somewhat minimal, I fired up the GCC build of spice2x
in a dodgy folder name, got mojibake (running via wine in linux so take
that as you will), ran the unmodified clang spice and crashed the same
way the reporter did. After modification, I get the exact same mojibake
so I assume if the terminal enjoys utf8 it'll display OK.

Claude (only used for review) thinks the commit is fine but is annoyed
that I use `fmt::detail` in the appdata censoring, which is part of the
private API; personally I don't care because it's pretty stable.
2026-04-27 20:07:15 -07:00
bicarus 678e11eade rawinput: fix up devices that report invalid max values (#658)
## Link to GitHub Issue or related Pull Request, if one exists
regression caused by #653

## Description of change
Some controllers - like the Xbox One controller I have - reports
0xffffffff as the max range value for analog, despite reporting 16-bit
width. This causes us to consider 0xffffffff as -1 so the range became
[0, -1] which is invalid.

Our automatic calibration does eventually fix this (-1 will fix itself
to become the highest actual value reported, which would be 0xffff).

This seems to be a common issue with XInput-based controllers in
general: see `Correct_Axis_Max` in
https://github.com/argonlefou/DemulShooter/blob/master/DsCore/RawInput/RawInputController.cs

#653 removed the fix that was masking this issue. Put in a new fix that
fixes these up.

## Testing
Tested with Xbox One controller.
2026-04-27 01:41:44 -07:00
bicarus f72313fe45 sdvx: work around bad logger configuration (#657)
## Link to GitHub Issue or related Pull Request, if one exists
#345 

## Description of change
SDVX4 data from certain private forum has bad logger configuration and
crashes on boot. Add an explicit workaround to fix up that broken
`avs-config.xml` file, scoped to `soundvoltex.dll` + 32-bit.

## Testing
Tested HH.
2026-04-23 01:33:49 -07:00
bicarus-dev 06374ef78a cosmetic fix to build script 2026-04-22 23:14:03 -07:00
bicarus-dev bdde1ec6b8 update ifs_hook missing warning message 2026-04-22 22:56:55 -07:00
bicarus-dev d2176fe4f0 clear out button properties when switching devices in edit dialog 2026-04-22 22:48:29 -07:00
bicarus fb9eef904a popn: block keypad overlay window in new cab i/o (#656)
Redirect users to the subscreen overlay when keypad window is open.
2026-04-22 22:21:18 -07:00
bicarus 48903998a5 ea3: fix boot failure when -e is specified to override ea3-config path (#655)
## Link to GitHub Issue or related Pull Request, if one exists
Regression introduced by #595 

## Description of change
`avs::core::file_exists` fails if you use `\` as path separator... what
I meant to use was `fileutils::file_exists`.

This would have caused failures - mostly for gitadora players - if they
used `prop\ea3-config2.xml` for example.

## Testing
2026-04-22 01:55:13 -07:00
bicarus f2dca0265f 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
2026-04-22 01:14:15 -07:00
bicarus 1147ed9858 rawinput: fix signed range values (#653)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
Official GuitarFreaks controller has the motion sensor values with
`valuemin=-127` to `valuemax=127` and we don't deal with negative values
correctly.

## Testing
tbd
2026-04-21 22:56:27 -07:00
bicarus 19d93f4ffd audio: deal with missing DirectSoundI3DL2ReverbDMO better (#652)
## Link to GitHub Issue or related Pull Request, if one exists
n/a

## Description of change
On some Win11 systems,
`CoCreateInstance(CLSID_DirectSoundI3DL2ReverbDMO)` started to fail with
`ERROR_MOD_NOT_FOUND` instead of `REGDB_E_CLASSNOTREG` for some reason.

## Testing
User tested.
2026-04-21 18:42:21 -07:00
65 changed files with 1281 additions and 715 deletions
+17 -5
View File
@@ -2,6 +2,7 @@
#include "mdxf_poll.h"
#include "avs/game.h"
#include "games/ddr/ddr.h"
#include "games/ddr/io.h"
#include "launcher/launcher.h"
#include "rawinput/rawinput.h"
@@ -357,14 +358,17 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
// decide on button map
const size_t *button_map = nullptr;
int player = 0;
switch (node) {
case 17:
case 25:
button_map = &buttons_p1[0];
player = 1;
break;
case 18:
case 26:
button_map = &buttons_p2[0];
player = 2;
break;
}
@@ -374,19 +378,27 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
if (source == EXTERNAL_POLL) {
// get buttons
auto &buttons = games::ddr::get_buttons();
// get analogs
bool analog_left = false;
bool analog_right = false;
games::ddr::get_analog_x_axis(player, analog_left, analog_right);
bool analog_up = false;
bool analog_down = false;
games::ddr::get_analog_y_axis(player, analog_up, analog_down);
uint8_t up_down = 0;
uint8_t left_right = 0;
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0]))) {
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0])) || analog_up) {
up_down |= 0xF0;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[1]))) {
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[1])) || analog_down) {
up_down |= 0x0F;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[2]))) {
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[2])) || analog_left) {
left_right |= 0xF0;
}
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[3]))) {
if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[3])) || analog_right) {
left_right |= 0x0F;
}
current_state = (uint16_t(up_down) << 8) | left_right;
+3 -3
View File
@@ -58,7 +58,7 @@ namespace api::modules {
// check if file exists in modules
if (!fileutils::file_exists(dll_path)) {
return error(res, "Couldn't find " + dll_path.string());
return error(res, fmt::format("Couldn't find {}", dll_path));
}
// get module
@@ -118,7 +118,7 @@ namespace api::modules {
// check if file exists in modules
if (!fileutils::file_exists(dll_path)) {
return error(res, "Couldn't find " + dll_path.string());
return error(res, fmt::format("Couldn't find {}", dll_path));
}
// get module
@@ -196,7 +196,7 @@ namespace api::modules {
// check if file exists in modules
if (!fileutils::file_exists(dll_path)) {
return error(res, "Couldn't find " + dll_path.string());
return error(res, fmt::format("Couldn't find {}", dll_path));
}
// get module
+14 -5
View File
@@ -1516,7 +1516,7 @@ namespace avs {
" * It's also possible that you have incomplete game data\n"
" * Do NOT copy over random DLLs from another game installation; DLL must match game version\n"
"\n"
, DLL_NAME, MODULE_PATH.string()) };
, DLL_NAME, MODULE_PATH) };
log_warning("avs-ea3", "{}", info_str);
log_fatal("avs-ea3", "Failed to find critical avs DLL on disk (avs2-core.dll OR {})", DLL_NAME);
}
@@ -1757,8 +1757,8 @@ namespace avs {
{
deferredlogs::defer_error_messages({
"AVS filesystem initialization failure was previously detected during boot!",
fmt::format(" ERROR: directory could not be created: {}", src_path.string().c_str()),
fmt::format(" if you see a crash, it may have been caused by bad <mounttable> contents in {}", avs::core::CFG_PATH.c_str()),
fmt::format(" ERROR: directory could not be created: {}", src_path),
fmt::format(" if you see a crash, it may have been caused by bad <mounttable> contents in {}", avs::core::CFG_PATH),
" fix the XML file and try again"
});
}
@@ -1780,14 +1780,14 @@ namespace avs {
auto created = std::filesystem::create_directories(real_path, err);
if (created) {
log_info("avs-core", "created '{}' at '{}'", avs_path, real_path.string());
log_info("avs-core", "created '{}' at '{}'", avs_path, real_path);
}
if (err) {
avs_dir_err(real_path);
log_warning("avs-core", "failed to create '{}' folder at '{}': {}",
avs_path,
real_path.string(),
real_path,
err.message());
}
}
@@ -1921,6 +1921,15 @@ namespace avs {
// create nvram and raw directories if possible for mounttable configurations
create_avs_config_fs_table(config, config_node);
#if !SPICE64
// sdvx4 bad log config fix
if (avs::game::DLL_NAME == "soundvoltex.dll" && // it's too early for avs::game::is_model
property_search_safe(config, config_node, "/log/enable_console")) {
log_info("avs-core", "applying SDVX4 avs-config.xml fix for <log><enable_console>");
property_search_remove_safe(config, config_node, "/log/enable_console");
}
#endif
// set log level
if (!LOG_LEVEL_CUSTOM.empty()) {
property_search_remove_safe(config, config_node, "/log/level");
+5 -3
View File
@@ -151,7 +151,7 @@ namespace avs {
" * It's also possible that you have incomplete game data\n"
" * Do NOT copy over random DLLs from another game installation; DLL must match game version\n"
"\n"
, DLL_NAME, MODULE_PATH.string()) };
, DLL_NAME, MODULE_PATH) };
log_warning("avs-ea3", "{}", info_str);
log_fatal("avs-ea3", "Failed to find critical ea3 DLL on disk (avs2-ea3.dll OR {})", DLL_NAME);
@@ -217,8 +217,10 @@ namespace avs {
ea3_config_name = "prop/eamuse-config.xml";
}
if (avs::core::file_exists(ea3_config_name)) {
log_info("avs-ea3", "booting (using {})", ea3_config_name);
if (fileutils::file_exists(ea3_config_name)) {
log_info("avs-ea3", "found {} on disk", ea3_config_name);
} else if (CFG_PATH.size()) {
log_fatal("avs-ea3", "user-specified ea3 config file is missing: {}", ea3_config_name);
} else {
log_warning("avs-ea3", "looked for the following files in order:");
log_warning("avs-ea3", " * prop/ea3-config.xml");
+4 -5
View File
@@ -73,11 +73,10 @@ namespace avs {
// load game instance
const auto dll_path = MODULE_PATH / DLL_NAME;
const auto dll_path_s = dll_path.string();
log_info("avs-game", "DLL path: {}", dll_path_s.c_str());
log_info("avs-game", "DLL path: {}", dll_path);
// MAX_PATH is 260
if (130 <= dll_path_s.length()) {
if (const auto dll_path_len = dll_path.wstring().length(); 130 <= dll_path_len) {
log_warning(
"avs-game",
"PATH TOO LONG WARNING\n\n"
@@ -93,7 +92,7 @@ namespace avs {
"long, often resulting in random crashes. Move the game contents to\n"
"a directory with shorter path.\n"
"-------------------------------------------------------------------\n\n",
dll_path_s, dll_path_s.length());
dll_path, dll_path_len);
}
// ddr gamemdx.dll user error
@@ -112,7 +111,7 @@ namespace avs {
// file not found on disk
if (!fileutils::file_exists(dll_path)) {
log_warning("avs-game", "game DLL could not be found on disk: {}", dll_path.string().c_str());
log_warning("avs-game", "game DLL could not be found on disk: {}", dll_path);
log_warning("avs-game", "double check -exec and -modules parameters; unless you know what you're doing, leave them blank");
}
+37 -37
View File
@@ -39,8 +39,8 @@
<button name="VEFX" vkey="10" analogtype="0" devid="Player 1" invert="false" debounce_up="0" debounce_down="0" velocity_threshold="0"/>
</buttons>
<analogs>
<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"/>
<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"/>
<analog name="Turntable P1" devid="Player 1" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Turntable P2" devid="Player 2" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="P1 1" devid="Player 1" index="0"/>
@@ -117,8 +117,8 @@
<keypad_buttons/>
<!-- Assumes analog mode. Need to invert direction since this FW is designed for INF. -->
<analogs>
<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"/>
<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"/>
<analog name="Turntable P1" devid="arcin (1p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1"/>
<analog name="Turntable P2" devid="arcin (2p)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="true" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="P1 1" devid="arcin (1p)" index="0"/>
@@ -144,34 +144,34 @@
<buttons/>
<keypad_buttons/>
<analogs>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<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"/>
<analog name="Key 1" devid="Analogs key 01-28" index="4" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 2" devid="Analogs key 01-28" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 3" devid="Analogs key 01-28" index="6" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 4" devid="Analogs key 01-28" index="7" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 5" devid="Analogs key 01-28" index="8" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 6" devid="Analogs key 01-28" index="9" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 7" devid="Analogs key 01-28" index="10" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 8" devid="Analogs key 01-28" index="11" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 9" devid="Analogs key 01-28" index="12" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 10" devid="Analogs key 01-28" index="13" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 11" devid="Analogs key 01-28" index="14" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 12" devid="Analogs key 01-28" index="15" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 13" devid="Analogs key 01-28" index="16" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 14" devid="Analogs key 01-28" index="17" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 15" devid="Analogs key 01-28" index="18" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 16" devid="Analogs key 01-28" index="19" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 17" devid="Analogs key 01-28" index="20" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 18" devid="Analogs key 01-28" index="21" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 19" devid="Analogs key 01-28" index="22" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 20" devid="Analogs key 01-28" index="23" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 21" devid="Analogs key 01-28" index="24" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 22" devid="Analogs key 01-28" index="25" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 23" devid="Analogs key 01-28" index="26" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 24" devid="Analogs key 01-28" index="27" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 25" devid="Analogs key 01-28" index="28" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 26" devid="Analogs key 01-28" index="29" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 27" devid="Analogs key 01-28" index="30" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Key 28" devid="Analogs key 01-28" index="31" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="Key 1 R" devid="Lights 01-14" index="0"/>
@@ -277,9 +277,9 @@
</buttons>
<keypad_buttons/>
<analogs>
<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"/>
<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"/>
<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"/>
<analog name="Guitar P1 Wail X" devid="Gitaller P1" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Guitar P1 Wail Y" devid="Gitaller P1" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="Guitar P1 Wail Z" devid="Gitaller P1" index="5" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights/>
<!-- Gen 1 FAUCETWO in HID mode; should also work for later gens -->
@@ -296,8 +296,8 @@
</buttons>
<keypad_buttons/>
<analogs>
<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"/>
<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"/>
<analog name="VOL-L" devid="Buttons (MI_01)" index="1" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
<analog name="VOL-R" devid="Buttons (MI_01)" index="0" sensivity="1" deadzone="0" deadzone_mirror="false" invert="false" smoothing="false" multiplier="1"/>
</analogs>
<lights>
<light name="BT-A" devid="Lights (MI_02)" index="24"/>
+2
View File
@@ -163,6 +163,7 @@ time (
if ((BUILD_XP > 0))
then
# 32 bit Windows XP
echo ""
echo "Building 32bit targets (WinXP toolchain)..."
echo "========================="
if ((CLEAN_BUILD > 0))
@@ -187,6 +188,7 @@ time (
CXXFLAGS="$CXXFLAGS -DSPICE_XP=1" cmake -G "Ninja" -DCMAKE_TOOLCHAIN_FILE=${TOOLCHAIN_WINXP_64} -DCMAKE_BUILD_TYPE=${BUILD_TYPE} "$OLDPWD" && ninja ${TARGETS_XP64}
popd > /dev/null
else
echo ""
echo "Skipping WinXP builds, toolchain not specified"
fi
+29 -14
View File
@@ -207,22 +207,37 @@ float Analog::applyMultiplier(float value) {
}
float Analog::normalizeAnalogValue(float value) {
// effectively the same as fmodf(value, 1.f)
// for small values, this is MUCH faster than fmodf.
float new_value = value;
while (new_value > 1.f) {
new_value -= 1.f;
if (getType() == GameAPI::Analogs::AnalogType::Circular) {
// effectively the same as fmodf(value, 1.f)
// for small values, this is MUCH faster than fmodf.
float new_value = value;
while (new_value > 1.f) {
new_value -= 1.f;
}
while (new_value < 0.f) {
new_value += 1.f;
}
return new_value;
} else {
// clamp to [0, 1] range
return std::clamp(value, 0.f, 1.f);
}
while (new_value < 0.f) {
new_value += 1.f;
}
return new_value;
}
float Analog::applyDeadzone(float raw_value) {
float value = raw_value;
const auto deadzone = this->getDeadzone();
if (deadzone > 0) {
auto deadzone = this->getDeadzone();
// in the past, positive deadzone applied in the center, negative deadzone applied to 0
// after each analog value received a type (circular/linear) this has been simpliifed to
// positive values only since we can figure out where the rest value is
// for back compat, treat negative value as positive
if (deadzone < 0.f) {
deadzone = -deadzone;
}
if (getType() != GameAPI::Analogs::AnalogType::LinearPositive) {
// calculate values
const auto delta = value - 0.5f;
@@ -255,7 +270,7 @@ float Analog::applyDeadzone(float raw_value) {
}
}
} else if (deadzone < 0) {
} else {
// invert for mirror
if (this->getDeadzoneMirror()) {
@@ -263,8 +278,8 @@ float Analog::applyDeadzone(float raw_value) {
}
// deadzone from minimum value
if (deadzone > -1 && value > -deadzone) {
value = std::min(1.f, (value + deadzone) / (1.f + deadzone));
if (deadzone < 1.f && deadzone < value) {
value = std::max(0.f, (value - deadzone) / (1.f - deadzone));
} else {
value = 0.f;
}
+23 -35
View File
@@ -13,6 +13,21 @@ namespace rawinput {
class RawInputManager;
}
namespace GameAPI::Analogs {
enum class AnalogType {
// default; values wrap around (below 0 turns into 1, over 1 is 0)
// knobs, turntables
Circular = 0,
// typical joystick that rests at the center and caps at [0, 1]
LinearCentered = 1,
// one-directional value (sliders and instruments like piano/drum velocity)
// starts at 0 and goes up to 1
LinearPositive = 2,
};
}
struct AnalogMovingAverage {
double time_in_ms;
float sine;
@@ -31,10 +46,11 @@ private:
float last_state = 0.5f;
bool sensitivity_set = false;
bool deadzone_set = false;
GameAPI::Analogs::AnalogType type = GameAPI::Analogs::AnalogType::Circular;
// smoothing function
bool smoothing = false;
std::array<AnalogMovingAverage, ANALOG_HISTORY_CNT> vector_history;
std::array<AnalogMovingAverage, ANALOG_HISTORY_CNT> vector_history = {};
int vector_history_index = 0;
float smoothed_last_state = 0.f;
@@ -47,14 +63,6 @@ private:
float divisor_previous_value = 0.5f;
unsigned short divisor_region = 0;
// relative input mode
float absolute_value_for_rel_mode = 0.5f;
bool relative_mode = false;
// circular buffer (delayed input)
int delay_buffer_depth = 0;
std::queue<float> delay_buffer;
float calculateAngularDifference(float old_rads, float new_rads);
float normalizeAngle(float rads);
float normalizeAnalogValue(float value);
@@ -66,7 +74,8 @@ public:
float override_state = 0.5f;
explicit Analog(std::string name) : name(std::move(name)) {
vector_history.fill({0.0, 0.f, 0.f});
};
explicit Analog(std::string name, GameAPI::Analogs::AnalogType type) : name(std::move(name)), type(type) {
};
std::string getDisplayString(rawinput::RawInputManager* manager);
@@ -89,8 +98,6 @@ public:
smoothing = false;
deadzone_mirror = false;
setMultiplier(1);
setRelativeMode(false);
setDelayBufferDepth(0);
setLastState(0.5f);
}
@@ -188,30 +195,11 @@ public:
this->last_state = last_state;
}
inline bool isRelativeMode() const {
return this->relative_mode;
inline GameAPI::Analogs::AnalogType getType() const {
return this->type;
}
inline void setRelativeMode(bool relative_mode) {
this->relative_mode = relative_mode;
this->absolute_value_for_rel_mode = 0.5f;
}
inline float getAbsoluteValue(float relative_delta) {
this->absolute_value_for_rel_mode =
normalizeAnalogValue(this->absolute_value_for_rel_mode + relative_delta);
return this->absolute_value_for_rel_mode;
}
inline int getDelayBufferDepth() const {
return this->delay_buffer_depth;
}
inline void setDelayBufferDepth(int depth) {
this->delay_buffer_depth = depth;
}
inline std::queue<float> &getDelayBuffer() {
return this->delay_buffer;
inline void setType(GameAPI::Analogs::AnalogType type) {
this->type = type;
}
};
+92 -42
View File
@@ -199,9 +199,19 @@ GameAPI::Buttons::State GameAPI::Buttons::getState(rawinput::RawInputManager *ma
if (vKey < value_states->size()) {
auto value = value_states->at(vKey);
if (current_button->getAnalogType() == BAT_POSITIVE) {
state = value > 0.6f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
float threshold = 0.6f;
if (current_button->getBatThreshold() > 0) {
threshold = std::clamp(current_button->getBatThreshold() / 100.f, 0.01f, 0.99f);
}
state = value > threshold ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
} else if (current_button->getAnalogType() == BAT_NEGATIVE) {
state = value < 0.4f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
float threshold = 0.4f;
if (current_button->getBatThreshold() > 0) {
threshold = std::clamp((100 - current_button->getBatThreshold()) / 100.f, 0.01f, 0.99f);
}
state = value < threshold ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
} else {
state = value > 0.01f ? BUTTON_PRESSED : BUTTON_NOT_PRESSED;
}
@@ -669,32 +679,12 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
}
// deadzone
if (analog.isDeadzoneSet()) {
// do not apply deadzone to circular analogs since it doesn't make sense
if (analog.isDeadzoneSet() && analog.getType() != AnalogType::Circular) {
value = analog.applyDeadzone(value);
}
if (analog.isRelativeMode()) {
float relative_delta = value - 0.5f;
// built-in scaling to make values reasonable
relative_delta /= 80.f;
// integer multiplier/divisor
const auto mult = analog.getMultiplier();
if (mult < -1) {
relative_delta /= -mult;
} else if (1 < mult) {
relative_delta *= mult;
}
// sensitivity (ranges from 0.0 to 4.0)
if (analog.isSensitivitySet()) {
relative_delta *= analog.getSensitivity();
}
// translate relative movement to absolute value
value = analog.getAbsoluteValue(relative_delta);
} else {
if (analog.getType() == AnalogType::Circular) {
// integer multiplier
value = analog.applyMultiplier(value);
@@ -722,30 +712,54 @@ float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, rawinput::D
// apply to value
value = rads * (float) M_1_TAU;
}
}
} else {
// sensitivity
if (analog.isSensitivitySet()) {
// adjust curve
// values < 1.f : less sensitive around neutral
// values > 1.f : more sensitive around neutral
float curve = analog.getSensitivity();
if (curve <= 0.f) {
curve = 0.01f;
}
curve = 1.f / curve;
// delay
if (0 < analog.getDelayBufferDepth()) {
auto& queue = analog.getDelayBuffer();
if (analog.getType() == AnalogType::LinearCentered) {
// convert 0.0..1.0 to -1.0..+1.0
float signed_raw = (value - 0.5f) * 2.0f;
// apply curve
float sign = signed_raw < 0.0f ? -1.0f : 1.0f;
float magnitude = fabsf(signed_raw);
float curved = sign * powf(magnitude, curve);
// convert back to 0.0..1.0
value = curved * 0.5f + 0.5f;
} else {
value = powf(value, curve);
}
// ensure the queue isn't too long; drop old values
while (analog.getDelayBufferDepth() <= (int)queue.size()) {
queue.pop();
value = std::clamp(value, 0.f, 1.f);
}
// always push new value
queue.push(value);
// multiplier / divisor
if (analog.getMultiplier() < -1) {
if (analog.getType() == AnalogType::LinearCentered) {
value = (value - 0.5f) / (-analog.getMultiplier()) + 0.5f;
} else {
value /= -analog.getMultiplier();
}
// get a new value to return
if ((int)queue.size() < analog.getDelayBufferDepth()) {
// not enough in the queue, stall for now, shouldn't happen often
value = analog.getLastState();
} else {
value = queue.front();
queue.pop();
value = std::clamp(value, 0.f, 1.f);
} else if (analog.getMultiplier() > 1) {
if (analog.getType() == AnalogType::LinearCentered) {
value = (value - 0.5f) * analog.getMultiplier() + 0.5f;
} else {
value *= analog.getMultiplier();
}
value = std::clamp(value, 0.f, 1.f);
}
}
break;
}
case rawinput::MIDI: {
@@ -829,6 +843,42 @@ std::vector<Analog> GameAPI::Analogs::sortAnalogs(
return sorted;
}
static std::vector<Analog> sortAnalogsWithTypeInternal(
std::vector<Analog> &analogs,
const std::initializer_list<GameAPI::Analogs::AnalogWithType> list) {
std::vector<Analog> sorted;
bool analog_found;
for (auto &a : list) {
analog_found = false;
for (auto &analog : analogs) {
if (a.name == analog.getName()) {
analog_found = true;
analog.setType(a.type);
sorted.push_back(analog);
break;
}
}
if (!analog_found) {
sorted.emplace_back(a.name, a.type);
}
}
return sorted;
}
void GameAPI::Analogs::sortAnalogsWithType(
std::vector<Analog> *analogs,
const std::initializer_list<AnalogWithType> list) {
if (analogs) {
*analogs = sortAnalogsWithTypeInternal(*analogs, list);
}
}
float GameAPI::Analogs::getState(rawinput::RawInputManager *manager, Analog &analog) {
// check override
+8 -7
View File
@@ -85,14 +85,15 @@ namespace GameAPI {
const std::vector<Analog> &analogs,
const std::vector<std::string> &analog_names);
template<typename T>
void sortAnalogs(std::vector<Analog> *analogs, T t) {
const std::vector<std::string> analog_names { t };
struct AnalogWithType {
const std::string name;
const AnalogType type;
if (analogs) {
*analogs = GameAPI::Analogs::sortAnalogs(*analogs, analog_names);
}
}
AnalogWithType(std::string name, AnalogType type) :
name(std::move(name)), type(type) {}
};
void sortAnalogsWithType(std::vector<Analog> *analogs, const std::initializer_list<AnalogWithType> list);
template<typename T, typename... Rest>
void sortAnalogs(std::vector<Analog> *analogs, T t, Rest... rest) {
+4 -1
View File
@@ -306,7 +306,10 @@ std::string Button::getDisplayString(rawinput::RawInputManager* manager) {
std::string vKeyString = fmt::format("{:#x}", vKey);
// device must be existing
if (this->device_identifier.empty() && vKey == INVALID_VKEY) {
if (this->isNaive() && vKey == INVALID_VKEY) {
if (this->getInvert()) {
return "(always on)";
}
return "";
}
+10
View File
@@ -56,6 +56,7 @@ private:
ButtonAnalogType analog_type = BAT_NONE;
double debounce_up = 0.0;
double debounce_down = 0.0;
int bat_threshold = 0; // for positive/negative only, value in percentage, zero is default
bool invert = false;
bool is_temporary = false;
@@ -109,6 +110,7 @@ public:
alternatives.clear();
device_identifier = "";
analog_type = BAT_NONE;
bat_threshold = 0;
}
std::string getDisplayString(rawinput::RawInputManager* manager);
@@ -169,6 +171,14 @@ public:
this->debounce_down = debounce_time_down;
}
inline void setBatThreshold(int bat_threshold) {
this->bat_threshold = bat_threshold;
}
inline int getBatThreshold() const {
return this->bat_threshold;
}
inline bool getInvert() const {
return this->invert;
}
+16 -26
View File
@@ -28,7 +28,7 @@ Config::Config() {
this->status = false;
if (CONFIG_PATH_OVERRIDE.length() > 0) {
this->configLocation = CONFIG_PATH_OVERRIDE;
log_info("cfg", "using custom config file: {}", this->configLocation.string());
log_info("cfg", "using custom config file: {}", this->configLocation);
} else {
this->configLocation = std::filesystem::path(_wgetenv(L"APPDATA")) / L"spicetools.xml";
// avoids logging the expanded appdata path as it contains user name
@@ -57,7 +57,7 @@ Config::Config() {
this->firstFillConfigFile();
break;
case tinyxml2::XMLError::XML_ERROR_FILE_COULD_NOT_BE_OPENED:
log_fatal("cfg", "could not open config file: {}", this->configLocation.string());
log_fatal("cfg", "could not open config file: {}", this->configLocation);
break;
case tinyxml2::XMLError::XML_ERROR_FILE_NOT_FOUND:
this->createConfigFile();
@@ -72,7 +72,7 @@ Config::Config() {
case tinyxml2::XMLError::XML_ERROR_PARSING_UNKNOWN:
case tinyxml2::XMLError::XML_ERROR_MISMATCHED_ELEMENT:
case tinyxml2::XMLError::XML_ERROR_PARSING:
log_warning("cfg", "Couldn't read config file: {}", this->configLocation.string());
log_warning("cfg", "Couldn't read config file: {}", this->configLocation);
this->createConfigFile();
this->firstFillConfigFile();
break;
@@ -162,6 +162,7 @@ bool Config::addGame(Game &game) {
auto analogType = (int) BAT_NONE;
double debounce_up = 0.0;
double debounce_down = 0.0;
int bat_threshold = 0;
int velocity_threshold = 0;
bool invert = false;
tinyxml2::XMLError attrError = gameButtonNode->QueryIntAttribute("vkey", &vKey);
@@ -169,6 +170,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->QueryIntAttribute("analogtype", &analogType);
gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up);
gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down);
gameButtonNode->QueryIntAttribute("bat_threshold", &bat_threshold);
gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold);
gameButtonNode->QueryBoolAttribute("invert", &invert);
if (attrError != tinyxml2::XMLError::XML_SUCCESS) {
@@ -180,6 +182,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->SetAttribute("devid", button->getDeviceIdentifier().c_str());
gameButtonNode->SetAttribute("debounce_up", debounce_up);
gameButtonNode->SetAttribute("debounce_down", debounce_down);
gameButtonNode->SetAttribute("bat_threshold", bat_threshold);
gameButtonNode->SetAttribute("velocity_threshold", velocity_threshold);
gameButtonNode->SetAttribute("invert", invert);
gameButtonsNode->InsertEndChild(gameButtonNode);
@@ -188,6 +191,7 @@ bool Config::addGame(Game &game) {
button->setAnalogType((ButtonAnalogType) analogType);
button->setDebounceUp(debounce_up);
button->setDebounceDown(debounce_down);
button->setBatThreshold(bat_threshold);
button->setVelocityThreshold(velocity_threshold);
button->setInvert(invert);
if (devid) {
@@ -207,6 +211,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->SetAttribute("analogtype", (int) it.getAnalogType());
gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp());
gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown());
gameButtonNode->SetAttribute("bat_threshold", it.getBatThreshold());
gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold());
gameButtonNode->SetAttribute("invert", it.getInvert());
gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
@@ -247,8 +252,6 @@ bool Config::addGame(Game &game) {
bool invert = false;
bool smoothing = false;
int multiplier = 1;
bool relative_mode = false;
int delay_buffer_depth = 0;
tinyxml2::XMLError err1 = gameAnalogNode->QueryIntAttribute("index", &index);
gameAnalogNode->QueryFloatAttribute("sensivity", &sensitivity);
gameAnalogNode->QueryFloatAttribute("deadzone", &deadzone);
@@ -256,8 +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) {
@@ -272,8 +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));
@@ -284,8 +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");
@@ -297,8 +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);
}
@@ -432,6 +427,7 @@ bool Config::addGame(Game &game) {
gameButtonNode->SetAttribute("analogtype", it.getAnalogType());
gameButtonNode->SetAttribute("debounce_up", it.getDebounceUp());
gameButtonNode->SetAttribute("debounce_down", it.getDebounceDown());
gameButtonNode->SetAttribute("bat_threshold", it.getBatThreshold());
gameButtonNode->SetAttribute("velocity_threshold", it.getVelocityThreshold());
gameButtonNode->SetAttribute("invert", it.getInvert());
gameButtonNode->SetAttribute("devid", it.getDeviceIdentifier().c_str());
@@ -451,8 +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);
}
@@ -535,6 +529,7 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
gameButtonNode->SetAttribute("analogtype", (int) button.getAnalogType());
gameButtonNode->SetAttribute("debounce_up", button.getDebounceUp());
gameButtonNode->SetAttribute("debounce_down", button.getDebounceDown());
gameButtonNode->SetAttribute("bat_threshold", button.getBatThreshold());
gameButtonNode->SetAttribute("velocity_threshold", button.getVelocityThreshold());
gameButtonNode->SetAttribute("invert", button.getInvert());
gameButtonNode->SetAttribute("devid", button.getDeviceIdentifier().c_str());
@@ -551,6 +546,7 @@ bool Config::updateBinding(const Game &game, const Button &button, int alternati
gameButtonNode->SetAttribute("analogtype", 0);
gameButtonNode->SetAttribute("debounce_up", 0.0);
gameButtonNode->SetAttribute("debounce_down", 0.0);
gameButtonNode->SetAttribute("bat_threshold", 0);
gameButtonNode->SetAttribute("velocity_threshold", 0);
gameButtonNode->SetAttribute("invert", false);
gameButtonNode->SetAttribute("devid", "");
@@ -683,8 +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");
@@ -695,8 +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);
}
@@ -946,12 +938,14 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
auto analogType = (int) BAT_NONE;
double debounce_up = 0.0;
double debounce_down = 0.0;
int bat_threshold = 0;
int velocity_threshold = 0;
bool invert = false;
gameButtonNode->QueryIntAttribute("vkey", &vKey);
gameButtonNode->QueryIntAttribute("analogtype", &analogType);
gameButtonNode->QueryDoubleAttribute("debounce_up", &debounce_up);
gameButtonNode->QueryDoubleAttribute("debounce_down", &debounce_down);
gameButtonNode->QueryIntAttribute("bat_threshold", &bat_threshold);
gameButtonNode->QueryIntAttribute("velocity_threshold", &velocity_threshold);
gameButtonNode->QueryBoolAttribute("invert", &invert);
const char *devid = gameButtonNode->Attribute("devid");
@@ -966,6 +960,7 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
alt.setAnalogType((ButtonAnalogType) analogType);
alt.setDebounceUp(debounce_up);
alt.setDebounceDown(debounce_down);
alt.setBatThreshold(bat_threshold);
alt.setVelocityThreshold(velocity_threshold);
alt.setInvert(invert);
if (devid) {
@@ -984,6 +979,7 @@ std::vector<Button> Config::getButtons(const std::string &gameName) {
button.setAnalogType((ButtonAnalogType) analogType);
button.setDebounceUp(debounce_up);
button.setDebounceDown(debounce_down);
button.setBatThreshold(bat_threshold);
button.setVelocityThreshold(velocity_threshold);
button.setInvert(invert);
if (devid) {
@@ -1129,8 +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);
@@ -1138,8 +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
@@ -1151,8 +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);
}
@@ -1315,7 +1305,7 @@ void Config::saveConfigFile() {
// create a .tmp file and write to it...
const auto xml_result = this->configFile.SaveFile(this->configLocationTemp.c_str(), false);
if (xml_result != tinyxml2::XMLError::XML_SUCCESS) {
log_info("cfg", "failed to write file: {}", this->configLocationTemp.string());
log_info("cfg", "failed to write file: {}", this->configLocationTemp);
return;
}
// copy the .tmp file to the main file...
+5 -4
View File
@@ -24,6 +24,7 @@ namespace overlay::windows {
el->SetAttribute("invert", entry.invert);
el->SetAttribute("debounce_up", entry.debounce_up);
el->SetAttribute("debounce_down", entry.debounce_down);
el->SetAttribute("bat_threshold", entry.bat_threshold);
el->SetAttribute("velocity_threshold", entry.velocity_threshold);
parent->InsertEndChild(el);
}
@@ -49,6 +50,10 @@ namespace overlay::windows {
el->QueryIntAttribute("velocity_threshold", &vel);
entry.velocity_threshold = (unsigned short)vel;
int bat = 0;
el->QueryIntAttribute("bat_threshold", &bat);
entry.bat_threshold = bat;
return entry;
}
@@ -64,8 +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);
}
@@ -87,8 +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;
}
+1 -1
View File
@@ -21,7 +21,7 @@ namespace cfg {
if (SCREEN_RESIZE_CFG_PATH_OVERRIDE.has_value()) {
this->config_path = SCREEN_RESIZE_CFG_PATH_OVERRIDE.value();
if (fileutils::file_exists(this->config_path)) {
log_info("ScreenResize", "loading config from: {}", this->config_path.string());
log_info("ScreenResize", "loading config from: {}", this->config_path);
file_exists = true;
}
} else {
+6 -5
View File
@@ -38,11 +38,12 @@ std::vector<Analog> &games::bc::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Busou Shinki: Armored Princess Battle Conductor");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Stick X",
"Stick Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Stick X", AnalogType::LinearCentered },
{ "Stick Y", AnalogType::LinearCentered }
});
}
return analogs;
+8 -7
View File
@@ -45,13 +45,14 @@ std::vector<Analog> &games::ccj::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Chase Chase Jokers");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Joystick X",
"Joystick Y",
"Trackball DX",
"Trackball DY"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Joystick X", AnalogType::LinearCentered },
{ "Joystick Y", AnalogType::LinearCentered },
{ "Trackball DX", AnalogType::LinearCentered },
{ "Trackball DY", AnalogType::LinearCentered }
});
}
return analogs;
+58 -11
View File
@@ -23,6 +23,7 @@
#include "p3io/usbmem.h"
#include "p4io/p4io.h"
#include <cstring>
using namespace acioemu;
@@ -53,9 +54,9 @@ namespace games::ddr {
return SendMessage_real(hWnd, Msg, wParam, lParam);
}
bool contains_only_ascii(const std::string& str) {
bool contains_only_ascii(const std::wstring& str) {
for (auto c: str) {
if (static_cast<unsigned char>(c) > 127) {
if (c > 127) {
return false;
}
}
@@ -80,24 +81,24 @@ namespace games::ddr {
}
if (fileutils::dir_exists(dir)) {
log_info("ddr", "looking for codecs in this directory: {}", dir.string());
log_info("ddr", "looking for codecs in this directory: {}", dir);
} else {
log_info("ddr", "codecs directory not found: {}", dir.string());
log_info("ddr", "codecs directory not found: {}", dir);
return;
}
for (const auto &file : std::filesystem::directory_iterator(dir)) {
const auto &filename = file.path().filename();
const auto extension = strtolower(filename.extension().string());
const auto extension = filename.extension().wstring();
if (extension != ".dll") {
if (wcsicmp(extension.c_str(), L".dll") != 0) {
continue;
}
log_info("ddr", "found DLL: {}, size: {} bytes", filename.string(), file.file_size());
if (filename == "k-clvsd.dll" || filename.string().find("xactengine") == 0) {
log_info("ddr", "found DLL: {}, size: {} bytes", filename, file.file_size());
if (filename == "k-clvsd.dll" || filename.wstring().find(L"xactengine") == 0) {
const std::wstring wcmd = L"regsvr32.exe /s \"" + file.path().wstring() + L"\"";
const std::string cmd = "regsvr32.exe /s \"" + file.path().string() + "\"";
const std::string cmd = fmt::format("regsvr32.exe /s \"{}\"", file.path());
int result = 0;
std::thread t([wcmd, &result]() {
@@ -111,12 +112,12 @@ namespace games::ddr {
log_warning("ddr", "`{}` failed, returned {}", cmd, result);
deferredlogs::defer_error_messages({
"DDR codec registration failure",
fmt::format(" {} failed to register with error {}", filename.string(), result)});
fmt::format(" {} failed to register with error {}", filename, result)});
}
static std::once_flag printed;
std::call_once(printed, [file]() {
if (!contains_only_ascii(file.path().string())) {
if (!contains_only_ascii(file.path().wstring())) {
log_warning(
"ddr",
"BAD PATH ERROR\n\n"
@@ -290,4 +291,50 @@ namespace games::ddr {
// dispose device hook
devicehook_dispose();
}
static void get_analog_xy_axis(Analog &analog, bool &less, bool &more) {
if (!analog.isSet()) {
return;
}
const auto value = GameAPI::Analogs::getState(RI_MGR, analog);
// stepmania linux source:
// https://github.com/stepmania/stepmania/blob/d55acb1ba26f1c5b5e3048d6d6c0bd116625216f/src/arch/InputHandler/InputHandler_Linux_Event.cpp#L410
// for example, value cap with range [0, 255]:
// 127 = 0.498, neutral
// 128 = 0.502, both
// apparently some adapters report values like above; this obviously makes a lot of
// assumptions about bit width of the HID value cap and how the adapter reports
// neutral/both values, but this is good enough for parity with stepmania and its many forks
if (0.5001f < value && value < 0.75f) {
less |= true;
more |= true;
} else if (value <= 0.25f) {
less |= true;
} else if (value >= 0.75f) {
more |= true;
}
}
void get_analog_x_axis(int player, bool &left, bool &right) {
if (player != 1 && player != 2) {
log_fatal("ddr", "invalid player number: {}, expected 1 or 2", player);
return;
}
auto &analog = get_analogs().at(player == 1 ? Analogs::P1_LEFT_RIGHT : Analogs::P2_LEFT_RIGHT);
get_analog_xy_axis(analog, left, right);
}
void get_analog_y_axis(int player, bool &up, bool &down) {
if (player != 1 && player != 2) {
log_fatal("ddr", "invalid player number: {}, expected 1 or 2", player);
return;
}
auto &analog = get_analogs().at(player == 1 ? Analogs::P1_UP_DOWN : Analogs::P2_UP_DOWN);
get_analog_xy_axis(analog, up, down);
}
}
+3
View File
@@ -23,4 +23,7 @@ namespace games::ddr {
private:
void register_codecs();
};
void get_analog_x_axis(int player, bool &left, bool &right);
void get_analog_y_axis(int player, bool &up, bool &down);
}
+44
View File
@@ -35,6 +35,50 @@ std::vector<Button> &games::ddr::get_buttons() {
return analogs;
}
std::string games::ddr::get_buttons_help() {
// keep to max 100 characters wide
return
"For DDR pad arrows, double check that simultaneous Left+Right and Up+Down can be detected.\n"
"You should boot the game, enter test menu, and use Foot Panel Check.\n\n"
"When mapping arrows, try the following in order:\n\n"
" 1. If your controller uses face buttons (A/B/X/Y), bind them here.\n"
" 2. If your controller supports XInput, use that.\n"
" 3. If your controller uses analog axis for arrows, try Analogs tab.\n"
" 4. Otherwise, you will need to use remapping software or get a better adapter."
;
}
std::vector<Analog> &games::ddr::get_analogs() {
static std::vector<Analog> analogs;
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Dance Dance Revolution");
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "P1 Left-Right (Axis Fix)", AnalogType::LinearCentered },
{ "P1 Up-Down (Axis Fix)", AnalogType::LinearCentered },
{ "P2 Left-Right (Axis Fix)", AnalogType::LinearCentered },
{ "P2 Up-Down (Axis Fix)", AnalogType::LinearCentered }
});
}
return analogs;
}
std::string games::ddr::get_analogs_help() {
// keep to max 100 characters wide
return
"Only use this if your DDR pad outputs analog axis for arrows.\n\n"
"If the pad uses face buttons (A/B/X/Y), use Buttons tab instead.\n\n"
"Spice will treat values <=25% as Left, >=75% as Right, ~=50% as neutral,\n"
"and value between 50% and 75% as both arrows.\n\n"
"This is the classic Stepmania \"Axis Fix\" which may or may not work with\n"
"your dance pad or your adapter."
;
}
std::vector<Light> &games::ddr::get_lights() {
static std::vector<Light> lights;
+13
View File
@@ -33,6 +33,16 @@ namespace games::ddr {
};
}
// all analogs in correct order
namespace Analogs {
enum {
P1_LEFT_RIGHT,
P1_UP_DOWN,
P2_LEFT_RIGHT,
P2_UP_DOWN
};
}
// all lights in correct order
namespace Lights {
enum {
@@ -177,5 +187,8 @@ namespace games::ddr {
// getters
std::vector<Button> &get_buttons();
std::string get_buttons_help();
std::string get_analogs_help();
std::vector<Analog> &get_analogs();
std::vector<Light> &get_lights();
}
+49 -1
View File
@@ -498,32 +498,80 @@ int games::ddr::DDRP3IOHandle::device_io(
// shift table
static size_t shift_table[] = {
30, 28, 29, 8, 9, 10, 11, 12, 24, 25, 14, 15, 16, 17, 18, 19, 20, 26, 27, 22, 23
30, 28, 29, // service, test, coin
8, // p1 start
9, 10, 11, 12, // p1 panel
24, 25, 14, 15, // p1 menu
16, // p2 start
17, 18, 19, 20, // p2 panel
26, 27, 22, 23 // p2 menu
};
static size_t button_table[] = {
Buttons::SERVICE,
Buttons::TEST,
Buttons::COIN_MECH,
Buttons::P1_START,
Buttons::P1_PANEL_UP,
Buttons::P1_PANEL_DOWN,
Buttons::P1_PANEL_LEFT,
Buttons::P1_PANEL_RIGHT,
Buttons::P1_MENU_UP,
Buttons::P1_MENU_DOWN,
Buttons::P1_MENU_LEFT,
Buttons::P1_MENU_RIGHT,
Buttons::P2_START,
Buttons::P2_PANEL_UP,
Buttons::P2_PANEL_DOWN,
Buttons::P2_PANEL_LEFT,
Buttons::P2_PANEL_RIGHT,
Buttons::P2_MENU_UP,
Buttons::P2_MENU_DOWN,
Buttons::P2_MENU_LEFT,
Buttons::P2_MENU_RIGHT,
};
// get analogs
struct {
bool up;
bool down;
bool left;
bool right;
} analog_values[2] = {};
games::ddr::get_analog_x_axis(1, analog_values[0].left, analog_values[0].right);
games::ddr::get_analog_y_axis(1, analog_values[0].up, analog_values[0].down);
games::ddr::get_analog_x_axis(2, analog_values[1].left, analog_values[1].right);
games::ddr::get_analog_y_axis(2, analog_values[1].up, analog_values[1].down);
if (analog_values[0].up) {
controls |= 1 << 9;
}
if (analog_values[0].down) {
controls |= 1 << 10;
}
if (analog_values[0].left) {
controls |= 1 << 11;
}
if (analog_values[0].right) {
controls |= 1 << 12;
}
if (analog_values[1].up) {
controls |= 1 << 17;
}
if (analog_values[1].down) {
controls |= 1 << 18;
}
if (analog_values[1].left) {
controls |= 1 << 19;
}
if (analog_values[1].right) {
controls |= 1 << 20;
}
// update states
auto &buttons = get_buttons();
size_t count = 0;
+8 -7
View File
@@ -35,13 +35,14 @@ std::vector<Analog> &games::ftt::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("FutureTomTom");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Pad 1",
"Pad 2",
"Pad 3",
"Pad 4"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Pad 1", AnalogType::LinearPositive },
{ "Pad 2", AnalogType::LinearPositive },
{ "Pad 3", AnalogType::LinearPositive },
{ "Pad 4", AnalogType::LinearPositive }
});
}
return analogs;
+12 -10
View File
@@ -86,19 +86,21 @@ std::vector<Button> &games::gitadora::get_buttons() {
std::vector<Analog> &games::gitadora::get_analogs() {
static std::vector<Analog> analogs;
using namespace GameAPI::Analogs;
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("GitaDora");
GameAPI::Analogs::sortAnalogs(&analogs,
"Guitar P1 Wail X",
"Guitar P1 Wail Y",
"Guitar P1 Wail Z",
"Guitar P1 Knob",
"Guitar P2 Wail X",
"Guitar P2 Wail Y",
"Guitar P2 Wail Z",
"Guitar P2 Knob"
);
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{"Guitar P1 Wail X", AnalogType::LinearCentered},
{"Guitar P1 Wail Y", AnalogType::LinearCentered},
{"Guitar P1 Wail Z", AnalogType::LinearCentered},
{"Guitar P1 Knob", AnalogType::Circular},
{"Guitar P2 Wail X", AnalogType::LinearCentered},
{"Guitar P2 Wail Y", AnalogType::LinearCentered},
{"Guitar P2 Wail Z", AnalogType::LinearCentered},
{"Guitar P2 Knob", AnalogType::Circular}
});
}
return analogs;
+38 -1
View File
@@ -67,6 +67,8 @@ namespace games::iidx {
std::optional<std::string> SOUND_OUTPUT_DEVICE = std::nullopt;
std::optional<std::string> SOUND_OUTPUT_DEVICE_IN_EFFECT = std::nullopt;
std::optional<std::string> ASIO_DRIVER = std::nullopt;
uint32_t TT_DELAY_P1 = 0;
uint32_t TT_DELAY_P2 = 0;
uint8_t DIGITAL_TT_SENS = 4;
std::optional<std::string> SUBSCREEN_OVERLAY_SIZE = std::nullopt;
std::optional<std::string> SCREEN_MODE = std::nullopt;
@@ -781,7 +783,42 @@ namespace games::iidx {
}
// return higher 8 bit
return (uint8_t) (ret_value >> 2);
uint8_t result = (uint8_t) (ret_value >> 2);
// delay
if ((player == 0 && TT_DELAY_P1 > 0) ||
(player == 1 && TT_DELAY_P2 > 0)) {
static std::queue<std::pair<double, uint8_t>> delay_queue[2];
auto &queue = delay_queue[player];
const auto max_delta_ms =
static_cast<double>((player == 0) ? TT_DELAY_P1 : TT_DELAY_P2);
// always push a new value
const auto now = get_performance_milliseconds();
queue.push(std::make_pair(now, result));
// drain the queue down to reasonable length to prevent unconstrained growth
// this would accommodate 1 second at ~1000Hz
// (in reality all three iidx I/O emulation runs well under 500Hz)
while (queue.size() > 1024) {
queue.pop();
}
// pop until we find one that falls just under the time threshold
while (!queue.empty()) {
const auto delta_t = now - queue.front().first;
if (delta_t <= max_delta_ms) {
break;
}
queue.pop();
}
result = queue.front().second;
}
return result;
}
unsigned char get_slider(uint8_t slider) {
+2
View File
@@ -31,6 +31,8 @@ namespace games::iidx {
extern bool NATIVE_TOUCH;
extern std::optional<std::string> SOUND_OUTPUT_DEVICE;
extern std::optional<std::string> ASIO_DRIVER;
extern uint32_t TT_DELAY_P1;
extern uint32_t TT_DELAY_P2;
extern uint8_t DIGITAL_TT_SENS;
extern std::optional<std::string> SUBSCREEN_OVERLAY_SIZE;
extern std::optional<std::string> SCREEN_MODE;
+11 -10
View File
@@ -63,16 +63,17 @@ std::vector<Analog> &games::iidx::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Beatmania IIDX");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Turntable P1",
"Turntable P2",
"VEFX",
"Low-EQ",
"Hi-EQ",
"Filter",
"Play Volume"
);
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Turntable P1", AnalogType::Circular },
{ "Turntable P2", AnalogType::Circular },
{ "VEFX", AnalogType::LinearPositive },
{ "Low-EQ", AnalogType::LinearPositive },
{ "Hi-EQ", AnalogType::LinearPositive },
{ "Filter", AnalogType::LinearPositive },
{ "Play Volume", AnalogType::LinearPositive }
});
}
return analogs;
}
+3
View File
@@ -92,6 +92,9 @@ namespace games {
games.push_back(ddr);
buttons.insert({ ddr, ddr::get_buttons() });
lights.insert({ ddr, ddr::get_lights() });
buttons_help.insert({ ddr, ddr::get_buttons_help() });
analogs_help.insert({ ddr, ddr::get_analogs_help() });
analogs.insert({ ddr, ddr::get_analogs() });
file_hints[ddr].push_back({"ddr.dll"});
file_hints[ddr].push_back({"mdxja_945.dll"});
file_hints[ddr].push_back({"arkmdxp3.dll"});
+2 -2
View File
@@ -167,7 +167,7 @@ namespace games::jb {
void JBGame::pre_attach() {
if (!cfg::CONFIGURATOR_STANDALONE) {
const auto current_path = std::filesystem::current_path();
log_misc("jubeat", "current working directory: {}", current_path.string());
log_misc("jubeat", "current working directory: {}", current_path);
if (current_path.parent_path() == current_path.root_path()) {
log_warning(
"jubeat",
@@ -178,7 +178,7 @@ namespace games::jb {
" c:\\jubeat\\contents\\spice.exe <- OK\n\n"
"To fix this, create a new directory and move ALL game files there.\n\n"
"Your current working directory: {}\n",
current_path.string());
current_path);
log_fatal(
"jubeat",
+5 -5
View File
@@ -36,11 +36,11 @@ std::vector<Analog> &games::mga::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Metal Gear");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Joy X",
"Joy Y"
);
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Joy X", AnalogType::LinearCentered },
{ "Joy Y", AnalogType::LinearCentered }
});
}
return analogs;
+32 -31
View File
@@ -165,37 +165,38 @@ std::vector<Analog> &games::nost::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Nostalgia");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Key 1",
"Key 2",
"Key 3",
"Key 4",
"Key 5",
"Key 6",
"Key 7",
"Key 8",
"Key 9",
"Key 10",
"Key 11",
"Key 12",
"Key 13",
"Key 14",
"Key 15",
"Key 16",
"Key 17",
"Key 18",
"Key 19",
"Key 20",
"Key 21",
"Key 22",
"Key 23",
"Key 24",
"Key 25",
"Key 26",
"Key 27",
"Key 28"
);
using namespace GameAPI::Analogs;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Key 1", AnalogType::LinearPositive },
{ "Key 2", AnalogType::LinearPositive },
{ "Key 3", AnalogType::LinearPositive },
{ "Key 4", AnalogType::LinearPositive },
{ "Key 5", AnalogType::LinearPositive },
{ "Key 6", AnalogType::LinearPositive },
{ "Key 7", AnalogType::LinearPositive },
{ "Key 8", AnalogType::LinearPositive },
{ "Key 9", AnalogType::LinearPositive },
{ "Key 10", AnalogType::LinearPositive },
{ "Key 11", AnalogType::LinearPositive },
{ "Key 12", AnalogType::LinearPositive },
{ "Key 13", AnalogType::LinearPositive },
{ "Key 14", AnalogType::LinearPositive },
{ "Key 15", AnalogType::LinearPositive },
{ "Key 16", AnalogType::LinearPositive },
{ "Key 17", AnalogType::LinearPositive },
{ "Key 18", AnalogType::LinearPositive },
{ "Key 19", AnalogType::LinearPositive },
{ "Key 20", AnalogType::LinearPositive },
{ "Key 21", AnalogType::LinearPositive },
{ "Key 22", AnalogType::LinearPositive },
{ "Key 23", AnalogType::LinearPositive },
{ "Key 24", AnalogType::LinearPositive },
{ "Key 25", AnalogType::LinearPositive },
{ "Key 26", AnalogType::LinearPositive },
{ "Key 27", AnalogType::LinearPositive },
{ "Key 28", AnalogType::LinearPositive }
});
}
return analogs;
}
+6 -5
View File
@@ -51,11 +51,12 @@ std::vector<Analog> &games::pc::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Polaris Chord");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Fader-L",
"Fader-R"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Fader-L", AnalogType::LinearCentered },
{ "Fader-R", AnalogType::LinearCentered }
});
}
return analogs;
+7 -6
View File
@@ -35,12 +35,13 @@ std::vector<Analog> &games::rf3d::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Road Fighters 3D");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Wheel",
"Accelerate",
"Brake"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Wheel", AnalogType::LinearCentered },
{ "Accelerate", AnalogType::LinearPositive },
{ "Brake", AnalogType::LinearPositive }
});
}
return analogs;
+8 -7
View File
@@ -31,13 +31,14 @@ std::vector<Analog> &games::sc::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Steel Chronicle");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Left Stick X",
"Left Stick Y",
"Right Stick X",
"Right Stick Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Left Stick X", AnalogType::LinearCentered },
{ "Left Stick Y", AnalogType::LinearCentered },
{ "Right Stick X", AnalogType::LinearCentered },
{ "Right Stick Y", AnalogType::LinearCentered }
});
}
return analogs;
+6 -5
View File
@@ -31,11 +31,12 @@ std::vector<Analog> &games::silentscope::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Silent Scope: Bone Eater");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Gun X",
"Gun Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Gun X", AnalogType::LinearCentered },
{ "Gun Y", AnalogType::LinearCentered }
});
}
return analogs;
+8 -7
View File
@@ -50,13 +50,14 @@ std::vector<Analog> &games::we::get_analogs() {
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Winning Eleven");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Pad Stick Left X",
"Pad Stick Left Y",
"Pad Stick Right X",
"Pad Stick Right Y"
);
using GameAPI::Analogs::AnalogType;
GameAPI::Analogs::sortAnalogsWithType(&analogs, {
{ "Pad Stick Left X", AnalogType::LinearCentered },
{ "Pad Stick Left Y", AnalogType::LinearCentered },
{ "Pad Stick Right X", AnalogType::LinearCentered },
{ "Pad Stick Right Y", AnalogType::LinearCentered }
});
}
return analogs;
+10 -8
View File
@@ -66,14 +66,16 @@ static HRESULT STDAPICALLTYPE CoCreateInstance_hook(
if (FAILED(ret)) {
if (IsEqualCLSID(rclsid, CLSID_MMDeviceEnumerator)) {
log_warning("audio", "CoCreateInstance failed for CLSID_MMDeviceEnumerator, hr={}", FMT_HRESULT(ret));
}
// Windows 11 KB5052093 issue - reverb DMO went missing from dsdmo.dll (fails with 0x80040154)
if (IsEqualCLSID(rclsid, CLSID_DirectSoundI3DL2ReverbDMO) && ret == (HRESULT)0x80040154) {
log_warning(
"audio",
"CoCreateInstance for CLSID_DirectSoundI3DL2ReverbDMO failed with 0x80040154, swap with CLSID_DirectSoundWavesReverbDMO "
"(workaround for Windows 11 KB5052093 issue); REVERB EX replaced with REVERB");
} else if (IsEqualCLSID(rclsid, CLSID_DirectSoundI3DL2ReverbDMO)) {
// deal with reverb DMO missing from dsdmo.dll
// it usually fails with 0x80040154 (REGDB_E_CLASSNOTREG), but we have also seen 0x8007007e (ERROR_MOD_NOT_FOUND)
static std::once_flag printed;
std::call_once(printed, [ret]() {
log_warning(
"audio",
"CoCreateInstance for CLSID_DirectSoundI3DL2ReverbDMO failed with {}, swap with CLSID_DirectSoundWavesReverbDMO...",
FMT_HRESULT(ret));
});
ret = CoCreateInstance_orig(CLSID_DirectSoundWavesReverbDMO, pUnkOuter, dwClsContext, riid, ppv);
if (FAILED(ret)) {
log_warning("audio", "CoCreateInstance(CLSID_DirectSoundWavesReverbDMO...) failed, hr={}", FMT_HRESULT(ret));
+2 -2
View File
@@ -291,7 +291,7 @@ static int avs_fs_mount(const char *mountpoint, const char *fsroot, const char *
std::filesystem::create_directories(mapped_path, err);
if (err) {
log_warning("hooks::avs", "failed to create '{}': {}", mapped_path.string(), err.message());
log_warning("hooks::avs", "failed to create '{}': {}", mapped_path, err.message());
} else {
// if this is the `e:\`, then create the special directories
@@ -305,7 +305,7 @@ static int avs_fs_mount(const char *mountpoint, const char *fsroot, const char *
log_misc("hooks::avs", "source directory '{}' remapped to '{}'",
fsroot,
mapped_path.string());
mapped_path);
}
new_fs_root = mapped_path.string();
+83 -15
View File
@@ -59,6 +59,11 @@ static CaptureData GRAPHICS_CAPTURE_BUFFER[GRAPHICS_CAPTURE_SCREEN_NO] {};
static std::mutex GRAPHICS_CAPTURE_BUFFER_M[GRAPHICS_CAPTURE_SCREEN_NO] {};
static std::condition_variable GRAPHICS_CAPTURE_CV[GRAPHICS_CAPTURE_SCREEN_NO] {};
static std::optional<graphics_orientation> target_orientation_on_boot;
static UINT target_refresh_rate_on_boot = 0;
static bool monitor_settings_changed = false;
static bool monitor_layout_needs_reset = false;
// flag settings
bool GRAPHICS_CAPTURE_CURSOR = false;
bool GRAPHICS_LOG_HRESULT = false;
@@ -104,6 +109,7 @@ static decltype(SetWindowLongA) *SetWindowLongA_orig = nullptr;
static decltype(SetWindowLongW) *SetWindowLongW_orig = nullptr;
static decltype(SetWindowPos) *SetWindowPos_orig = nullptr;
static decltype(ShowWindow) *ShowWindow_orig = nullptr;
static decltype(SetDisplayConfig) *SetDisplayConfig_addr = nullptr;
static void reset_window_hook(HWND hWnd) {
overlay::destroy(hWnd);
@@ -232,7 +238,7 @@ static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
switch (uMsg) {
case WM_MOVE:
case WM_SIZE: {
case WM_SIZE:
// Update SPICETOUCH space when the main window changes size or moves.
// The update happens regardless of whether the "fake" spicetouch window is present or not.
// This allows touches received on subscreen window to be translated correctly.
@@ -249,7 +255,16 @@ static LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM l
SPICETOUCH_TOUCH_WIDTH, SPICETOUCH_TOUCH_HEIGHT,
SWP_NOZORDER | SWP_NOREDRAW | SWP_NOREPOSITION | SWP_NOACTIVATE);
}
}
break;
case WM_ACTIVATEAPP:
if (wParam) {
// regained focus
// this *can* get called twice in a row when restoring, but update_monitor_at_runtime
// is idempotent (checks current display settings to see if changes are needed),
// so it shouldn't cause any issues
update_monitor_at_runtime();
}
break;
default:
break;
}
@@ -1142,7 +1157,7 @@ void change_primary_monitor(const std::string &monitor_name) {
const auto DisplayConfigGetDeviceInfo_addr =
reinterpret_cast<decltype(DisplayConfigGetDeviceInfo) *>(
GetProcAddress(user32, "DisplayConfigGetDeviceInfo"));
const auto SetDisplayConfig_addr =
SetDisplayConfig_addr =
reinterpret_cast<decltype(SetDisplayConfig) *>(
GetProcAddress(user32, "SetDisplayConfig"));
if (GetDisplayConfigBufferSizes_addr == nullptr || QueryDisplayConfig_addr == nullptr ||
@@ -1257,11 +1272,13 @@ void change_primary_monitor(const std::string &monitor_name) {
log_fatal("graphics", "SetDisplayConfig failed, check -mainmonitor option: {}", status);
}
monitor_layout_needs_reset = true;
// a little extra time for windows to settle and redraw things
Sleep(2000);
}
void update_monitor_on_boot(std::optional<graphics_orientation> target_orientation, UINT target_refresh_rate) {
void update_monitor(bool is_boot, std::optional<graphics_orientation> target_orientation, UINT target_refresh_rate) {
// note: all of this is only being done for the primary motnior
// get current settings
@@ -1330,7 +1347,7 @@ void update_monitor_on_boot(std::optional<graphics_orientation> target_orientati
}
// update refresh rate
if (target_refresh_rate > 0) {
if (target_refresh_rate > 0 && target_refresh_rate != dm.dmDisplayFrequency) {
log_misc("graphics",
"current refresh rate {} => desired refresh rate {}",
dm.dmDisplayFrequency, target_refresh_rate);
@@ -1342,25 +1359,76 @@ void update_monitor_on_boot(std::optional<graphics_orientation> target_orientati
if (!needs_update) {
// nothing to do
log_misc("graphics", "display settings are already up to date, no changes needed");
return;
}
const auto result = ChangeDisplaySettings(&dm, CDS_FULLSCREEN);
if (result != DISP_CHANGE_SUCCESSFUL) {
log_fatal(
"graphics",
"failed to update display settings ({}px x {}px @ {}Hz): error {}, double check options",
dm.dmPelsWidth,
dm.dmPelsHeight,
dm.dmDisplayFrequency,
result);
if (is_boot) {
log_fatal(
"graphics",
"failed to update display settings ({}px x {}px @ {}Hz): error {}, double check options",
dm.dmPelsWidth,
dm.dmPelsHeight,
dm.dmDisplayFrequency,
result);
} else {
log_warning(
"graphics",
"failed to update display settings ({}px x {}px @ {}Hz): error {}, double check options",
dm.dmPelsWidth,
dm.dmPelsHeight,
dm.dmDisplayFrequency,
result);
}
} else {
monitor_settings_changed = true;
// sleep for a little bit after changing monitor settings to delay game launch/resume
Sleep(1000);
log_info("graphics", "display settings updated successfully ({}px x {}px @ {}Hz)",
dm.dmPelsWidth,
dm.dmPelsHeight,
dm.dmDisplayFrequency);
}
// sleep for a little bit after changing monitor settings to delay game launch
Sleep(1000);
}
void update_monitor_on_boot(std::optional<graphics_orientation> target_orientation, UINT target_refresh_rate) {
target_orientation_on_boot = target_orientation;
target_refresh_rate_on_boot = target_refresh_rate;
log_misc("graphics", "applying monitor updates at boot...");
update_monitor(true, target_orientation, target_refresh_rate);
}
void update_monitor_at_runtime() {
if (monitor_settings_changed) {
log_misc("graphics", "applying monitor updates at runtime as window regained focus...");
update_monitor(false, target_orientation_on_boot, target_refresh_rate_on_boot);
}
}
void reset_monitor_on_exit() {
// while CDS_FULLSCREEN is *supposed* to be temporary & the OS attempts to
// restore the original settings on exit, it can sometimes fail to do that;
// therefore, we try our best to clean things up on the way out
if (monitor_settings_changed) {
monitor_settings_changed = false;
log_misc("graphics", "resetting monitor settings on exit...");
ChangeDisplaySettingsW(nullptr, 0);
}
// same for this one.
if (monitor_layout_needs_reset) {
monitor_layout_needs_reset = false;
log_misc("graphics", "restoring primary monitor on exit...");
if (SetDisplayConfig_addr != nullptr) {
SetDisplayConfig_addr(
0,
nullptr,
0,
nullptr,
SDC_APPLY | SDC_USE_DATABASE_CURRENT);
}
}
}
+2
View File
@@ -118,3 +118,5 @@ void graphics_window_check_bounds_before_creation(int &x, int &y, const int widt
void change_primary_monitor(const std::string &monitor_name);
void update_monitor_on_boot(std::optional<graphics_orientation> target_orientation, UINT target_refresh_rate);
void update_monitor_at_runtime();
void reset_monitor_on_exit();
+8 -2
View File
@@ -518,6 +518,12 @@ int main_implementation(int argc, char *argv[]) {
if (options[launcher::Options::IIDXTDJMode].value_bool()) {
games::iidx::TDJ_MODE = true;
}
if (options[launcher::Options::IIDXTTDelayP1].is_active()) {
games::iidx::TT_DELAY_P1 = options[launcher::Options::IIDXTTDelayP1].value_uint32();
}
if (options[launcher::Options::IIDXTTDelayP2].is_active()) {
games::iidx::TT_DELAY_P2 = options[launcher::Options::IIDXTTDelayP2].value_uint32();
}
if (options[launcher::Options::spice2x_IIDXDigitalTTSensitivity].is_active()) {
games::iidx::DIGITAL_TT_SENS = (uint8_t)
options[launcher::Options::spice2x_IIDXDigitalTTSensitivity].value_uint32();
@@ -2364,9 +2370,9 @@ int main_implementation(int argc, char *argv[]) {
// layeredfs
if (fileutils::dir_exists("data_mods") &&
GetModuleHandleA("ifs_hook.dll") == nullptr) {
log_warning("launcher", "data_mods directory found, but ifs_hook.dll is not present; mods will not load");
log_warning("launcher", "data_mods directory found, but ifs_hook.dll is not loaded; mods will not load");
deferredlogs::defer_error_messages({
"data_mods directory was found, but ifs_hook.dll is not present",
"data_mods directory was found, but ifs_hook.dll is not loaded",
" your mods will not load",
" to fix this, download ifs_layeredfs and add it as a DLL hook (-k)",
" https://github.com/mon/ifs_layeredfs"
+24
View File
@@ -655,6 +655,30 @@ static const std::vector<OptionDefinition> OPTION_DEFINITIONS = {
.game_name = "Beatmania IIDX",
.category = "Game Options",
},
{
// IIDXTTDelayP1
.title = "IIDX TT Delay ms (Player 1)",
.name = "iidxttdelayp1",
.desc = "Delays turntable by number of milliseconds. "
"Delay will be *at most* the specified period; maximum error is dependent on the game's poll rate. "
"As usual, changing any option requires a restart. Default: 0 (no delay).",
.type = OptionType::Integer,
.setting_name = "(0-500)",
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
// IIDXTTDelayP2
.title = "IIDX TT Delay ms (Player 2)",
.name = "iidxttdelayp2",
.desc = "Delays turntable by number of milliseconds. "
"Delay will be *at most* the specified period; maximum error is dependent on the game's poll rate. "
"As usual, changing any option requires a restart. Default: 0 (no delay).",
.type = OptionType::Integer,
.setting_name = "(0-500)",
.game_name = "Beatmania IIDX",
.category = "Game Options (Advanced)",
},
{
// spice2x_IIDXDigitalTTSensitivity
.title = "IIDX Digital TT Sensitivity",
+2
View File
@@ -69,6 +69,8 @@ namespace launcher {
IIDXAsioDriver,
IIDXBIO2FW,
IIDXTDJMode,
IIDXTTDelayP1,
IIDXTTDelayP2,
spice2x_IIDXDigitalTTSensitivity,
IIDXDigitalTTSocd,
spice2x_IIDXLDJForce720p,
+4
View File
@@ -7,6 +7,7 @@
#include "easrv/easrv.h"
#include "rawinput/rawinput.h"
#include "hooks/audio/audio.h"
#include "hooks/graphics/graphics.h"
#include "util/deferlog.h"
#include "util/logging.h"
@@ -22,6 +23,9 @@ namespace launcher {
// therefore, subsystems need to be guarded against multiple unload attempts
log_info("launcher", "stopping subsystems");
// reset monitor settings
reset_monitor_on_exit();
// before shutting down logger, dump any deferred log messages
deferredlogs::dump_to_logger();
+4 -4
View File
@@ -131,7 +131,7 @@ bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card,
// open file
std::ifstream f(path);
if (!f) {
log_warning("eamuse", "{} can not be opened!", path.string());
log_warning("eamuse", "{} can not be opened!", path);
return false;
}
@@ -142,7 +142,7 @@ bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card,
// check size
if (length < 16) {
log_warning("eamuse", "{} is too small (must be at least 16 characters)", path.string());
log_warning("eamuse", "{} is too small (must be at least 16 characters)", path);
return false;
}
@@ -160,14 +160,14 @@ bool eamuse_get_card_from_file(const std::filesystem::path &path, uint8_t *card,
if (!digit && !character_big && !character_small) {
log_warning("eamuse",
"{} contains an invalid character sequence at byte {} (16 characters, 0-9/A-F only)",
path.string(), n);
path, n);
return false;
}
}
// info
log_info("eamuse", "[P{}] Inserted {}: {}", index+1, path.string(), buffer);
log_info("eamuse", "[P{}] Inserted {}: {}", index+1, path, buffer);
// convert hex to bytes
hex2bin(buffer, card);
+33 -25
View File
@@ -373,7 +373,7 @@ void ImGui_ImplSpice_NewFrame() {
// read new keys state
static long mouse_wheel_last = 0;
long mouse_wheel = 0;
if (RI_MGR != nullptr && accept_new_input) {
if (RI_MGR != nullptr) {
auto devices = RI_MGR->devices_get();
for (auto &device : devices) {
switch (device.type) {
@@ -381,40 +381,46 @@ void ImGui_ImplSpice_NewFrame() {
auto &mouse = device.mouseInfo;
// mouse button triggers
if (GetSystemMetrics(SM_SWAPBUTTON)) {
if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
g_MouseDown[ImGuiMouseButton_Left] = true;
if (accept_new_input) {
if (GetSystemMetrics(SM_SWAPBUTTON)) {
if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
g_MouseDown[ImGuiMouseButton_Left] = true;
}
if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
g_MouseDown[ImGuiMouseButton_Right] = true;
}
} else {
if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
g_MouseDown[ImGuiMouseButton_Left] = true;
}
if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
g_MouseDown[ImGuiMouseButton_Right] = true;
}
}
if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
g_MouseDown[ImGuiMouseButton_Right] = true;
if (mouse->key_states[rawinput::MOUSEBTN_MIDDLE]) {
g_MouseDown[ImGuiMouseButton_Middle] = true;
}
} else {
if (mouse->key_states[rawinput::MOUSEBTN_LEFT]) {
g_MouseDown[ImGuiMouseButton_Left] = true;
}
if (mouse->key_states[rawinput::MOUSEBTN_RIGHT]) {
g_MouseDown[ImGuiMouseButton_Right] = true;
}
}
if (mouse->key_states[rawinput::MOUSEBTN_MIDDLE]) {
g_MouseDown[ImGuiMouseButton_Middle] = true;
}
// final mouse wheel value should be all devices combined
// need to continuously calculate mouse wheel position even when not in focus
// to avoid values jumping (since mouse wheel values are absolute not relative)
mouse_wheel += mouse->pos_wheel;
break;
}
case rawinput::KEYBOARD: {
// iterate all virtual key codes
for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
// get state (combined from all pages)
auto &key_states = device.keyboardInfo->key_states;
for (size_t page_index = 0; page_index < 1024; page_index += 256) {
g_KeysDown[vKey] |= key_states[page_index + vKey];
if (accept_new_input) {
// iterate all virtual key codes
for (size_t vKey = 0; vKey < VKEY_MAX; vKey++) {
// get state (combined from all pages)
auto &key_states = device.keyboardInfo->key_states;
for (size_t page_index = 0; page_index < 1024; page_index += 256) {
g_KeysDown[vKey] |= key_states[page_index + vKey];
}
}
}
break;
}
default:
@@ -464,9 +470,11 @@ void ImGui_ImplSpice_NewFrame() {
}
// set mouse wheel
auto wheel_diff = mouse_wheel - mouse_wheel_last;
long wheel_diff = mouse_wheel - mouse_wheel_last;
mouse_wheel_last = mouse_wheel;
io.AddMouseWheelEvent(0, wheel_diff);
if (wheel_diff != 0 && accept_new_input) {
io.AddMouseWheelEvent(0, wheel_diff);
}
// update OS mouse position
const auto old_mouse_pos = io.MousePos;
+2 -2
View File
@@ -733,13 +733,13 @@ void overlay::SpiceOverlay::add_font(const char* font, ImFontConfig* config, con
full_path += font;
if (fileutils::file_exists(full_path)) {
log_misc("overlay", "loading font: {}", full_path.string());
log_misc("overlay", "loading font: {}", full_path);
ImGui::GetIO().Fonts->AddFontFromFileTTF(
full_path.string().c_str(),
13.0f,
config,
glyphs);
} else {
log_misc("overlay", "font not found: {}", full_path.string());
log_misc("overlay", "font not found: {}", full_path);
}
}
+219 -153
View File
@@ -1063,6 +1063,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_NONE);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
button->setInvert(false);
button->setLastState(GameAPI::Buttons::BUTTON_NOT_PRESSED);
@@ -1205,6 +1206,16 @@ namespace overlay::windows {
case rawinput::HID: {
auto hid = device->hidInfo;
struct temp_button {
std::string device_name;
unsigned short vkey;
ButtonAnalogType analog_type;
};
// use this to prioritize button binding over value types
// (for controllers that output both)
std::optional<temp_button> button_to_bind;
// ignore touchscreen and digitizer button inputs
// digitizer has funky stuff like "Touch Valid" "Data Valid" always held high
if (!rawinput::touch::is_touchscreen(device) &&
@@ -1218,18 +1229,11 @@ namespace overlay::windows {
// check if button is down
if (button_states[i]) {
// bind key
button->setDeviceIdentifier(device->name);
button->setVKey(static_cast<unsigned short>(button_index + i));
button->setAnalogType(BAT_NONE);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
alt_index - 1);
ImGui::CloseCurrentPopup();
buttons_bind_active = false;
inc_buttons_many_index(button_it_max);
RI_MGR->devices_midi_freeze(false);
button_to_bind = {
device->name,
static_cast<unsigned short>(button_index + i),
BAT_NONE
};
break;
}
}
@@ -1238,93 +1242,100 @@ namespace overlay::windows {
}
// value caps
auto value_states = &hid->value_states;
auto bind_value_states = &hid->bind_value_states;
auto value_names = &hid->value_caps_names;
for (size_t i = 0; i < value_states->size(); i++) {
auto &state = value_states->at(i);
auto &bind_state = bind_value_states->at(i);
auto &value_name = value_names->at(i);
if (!button_to_bind.has_value()) {
auto value_states = &hid->value_states;
auto bind_value_states = &hid->bind_value_states;
auto value_names = &hid->value_caps_names;
for (size_t i = 0; i < value_states->size(); i++) {
auto &state = value_states->at(i);
auto &bind_state = bind_value_states->at(i);
auto &value_name = value_names->at(i);
// check for valid axis names
if (value_name == "X" ||
value_name == "Y" ||
value_name == "Rx" ||
value_name == "Ry" ||
value_name == "Z")
{
// check if axis is in activation area
float normalized = (state - 0.5f) * 2.f;
float diff = std::fabs(state - bind_state);
if (std::fabs(normalized) > 0.9f && diff > 0.1f) {
auto bat = normalized > 0 ? BAT_POSITIVE : BAT_NEGATIVE;
// check for valid axis names
if (value_name == "X" ||
value_name == "Y" ||
value_name == "Rx" ||
value_name == "Ry" ||
value_name == "Z")
{
// check if axis is in activation area
float normalized = (state - 0.5f) * 2.f;
float diff = std::fabs(state - bind_state);
if (std::fabs(normalized) > 0.9f && diff > 0.1f) {
auto bat = normalized > 0 ? BAT_POSITIVE : BAT_NEGATIVE;
// bind value
button->setDeviceIdentifier(device->name);
button->setVKey(static_cast<unsigned short>(i));
button->setAnalogType(bat);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
alt_index - 1);
ImGui::CloseCurrentPopup();
buttons_bind_active = false;
inc_buttons_many_index(button_it_max);
RI_MGR->devices_midi_freeze(false);
// bind value
button_to_bind = {
device->name,
static_cast<unsigned short>(i),
bat
};
// usually, turntables are X, knobs are X and Y
// gamepad triggers are Z, and Rx/Ry are right thumb stick
// one day we will label all I/O modules and flag which one are button-as-analog
// so that we don't have to do string comparions like below
if ((value_name == "X" || value_name == "Y") &&
(button->getName().find("Press") == std::string::npos) && // museca
(button->getName().find("Slowdown") == std::string::npos) && // bishibashi
(button->getName().find("TT+") != std::string::npos ||
button->getName().find("TT-") != std::string::npos || // iidx
button->getName().find("Knob") != std::string::npos || // gitadora guitar
button->getName().find("Disk") != std::string::npos || // museca, bishibashi
button->getName().find("VOL-") != std::string::npos)) { // sdvx
this->analog_as_button_warning_show_next_frame =
std::make_pair(button->getName(), alt_index);
// usually, turntables are X, knobs are X and Y
// gamepad triggers are Z, and Rx/Ry are right thumb stick
// one day we will label all I/O modules and flag which one are button-as-analog
// so that we don't have to do string comparions like below
if ((value_name == "X" || value_name == "Y") &&
(button->getName().find("Press") == std::string::npos) && // museca
(button->getName().find("Slowdown") == std::string::npos) && // bishibashi
(button->getName().find("TT+") != std::string::npos ||
button->getName().find("TT-") != std::string::npos || // iidx
button->getName().find("Knob") != std::string::npos || // gitadora guitar
button->getName().find("Disk") != std::string::npos || // museca, bishibashi
button->getName().find("P1 Panel") != std::string::npos || // ddr
button->getName().find("P2 Panel") != std::string::npos || // ddr
button->getName().find("VOL-") != std::string::npos)) { // sdvx
this->analog_as_button_warning_show_next_frame =
std::make_pair(button->getName(), alt_index);
}
break;
} else if (diff > 0.3f) {
bind_state = state;
}
break;
} else if (diff > 0.3f) {
bind_state = state;
}
}
// hat switch
if (value_name == "Hat switch") {
// hat switch
if (value_name == "Hat switch") {
// get hat switch values
ButtonAnalogType buffer[3], buffer_bind[3];
Button::getHatSwitchValues(state, buffer);
Button::getHatSwitchValues(bind_state, buffer_bind);
// get hat switch values
ButtonAnalogType buffer[3], buffer_bind[3];
Button::getHatSwitchValues(state, buffer);
Button::getHatSwitchValues(bind_state, buffer_bind);
// check the first entry only
if (buffer[0] != BAT_NONE && buffer[0] != buffer_bind[0]) {
// check the first entry only
if (buffer[0] != BAT_NONE && buffer[0] != buffer_bind[0]) {
// bind value
button->setDeviceIdentifier(device->name);
button->setVKey(static_cast<unsigned short>(i));
button->setAnalogType(buffer[0]);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
alt_index - 1);
ImGui::CloseCurrentPopup();
buttons_bind_active = false;
inc_buttons_many_index(button_it_max);
RI_MGR->devices_midi_freeze(false);
break;
// bind value
button_to_bind = {
device->name,
static_cast<unsigned short>(i),
buffer[0]
};
break;
}
}
}
}
if (button_to_bind.has_value()) {
const auto &b = button_to_bind.value();
button->setDeviceIdentifier(b.device_name);
button->setVKey(b.vkey);
button->setAnalogType(b.analog_type);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
alt_index - 1);
ImGui::CloseCurrentPopup();
buttons_bind_active = false;
inc_buttons_many_index(button_it_max);
RI_MGR->devices_midi_freeze(false);
}
break;
}
case rawinput::MIDI: {
@@ -1360,6 +1371,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_NONE);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
// same idea as setMidiVKey - keep velocity threshold consistent
button->setVelocityThreshold(
device->midiInfo->v2_velocity_threshold[button->getVKey()]);
@@ -1385,6 +1397,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_MIDI_CTRL_PRECISION);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
@@ -1411,6 +1424,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_MIDI_CTRL_SINGLE);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
@@ -1437,6 +1451,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_MIDI_CTRL_ONOFF);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
@@ -1462,6 +1477,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_MIDI_PITCH_DOWN);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
@@ -1482,6 +1498,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_MIDI_PITCH_UP);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
@@ -1511,6 +1528,7 @@ namespace overlay::windows {
button->setAnalogType(BAT_NONE);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
@@ -1635,6 +1653,7 @@ namespace overlay::windows {
button->setVKey(vKey);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
::Config::getInstance().updateBinding(
games_list[games_selected], *button,
@@ -1686,6 +1705,9 @@ namespace overlay::windows {
button->setDeviceIdentifier(device.name);
// reset controls when switching devices
button->setAnalogType(ButtonAnalogType::BAT_NONE);
button->setDebounceUp(0.0);
button->setDebounceDown(0.0);
button->setBatThreshold(0);
button->setVelocityThreshold(0);
button->setVKey(0);
button->setInvert(false);
@@ -1981,6 +2003,7 @@ namespace overlay::windows {
int vKey = button->getVKey();
if (ImGui::InputInt(button->isNaive() ? "Virtual Key" : "Index", &vKey, 1, 1)) {
button->setVKey(vKey);
button->setInvert(false);
}
if (ImGui::IsItemDeactivatedAfterEdit()) {
dirty = true;
@@ -2048,11 +2071,64 @@ namespace overlay::windows {
"This setting will add noticable input lag.");
}
// invert
bool invert = button->getInvert();
if (ImGui::Checkbox("Invert", &invert)) {
button->setInvert(invert);
dirty = true;
// invert (widget hidden for naive + 0xff)
if (!(button->isNaive() && button->getVKey() == INVALID_VKEY)) {
bool invert = button->getInvert();
if (ImGui::Checkbox("Invert Resulting Value", &invert)) {
button->setInvert(invert);
dirty = true;
}
}
// always on (naive + vkey 0xff + invert)
if (button->isNaive() && alt_index == 0) {
bool always_on = button->isNaive() && button->getVKey() == INVALID_VKEY && button->getInvert();
if (ImGui::Checkbox("Always On", &always_on)) {
if (always_on) {
button->setVKey(INVALID_VKEY);
button->setInvert(true);
} else {
button->setInvert(false);
}
dirty = true;
}
}
// bat threshold
if (device != nullptr && device->type == rawinput::HID &&
(button->getAnalogType() == BAT_POSITIVE || button->getAnalogType() == BAT_NEGATIVE)) {
int bat_threshold = button->getBatThreshold();
bool is_active = (bat_threshold > 0);
if (ImGui::Checkbox("Custom Analog Threshold", &is_active)) {
if (!is_active) {
button->setBatThreshold(0);
} else if (bat_threshold == 0) {
button->setBatThreshold(60);
}
dirty = true;
}
ImGui::SameLine();
ImGui::HelpMarker(
"Assuming that 50% is the center, value exceeding 60% triggers the button by default. "
"With this option, you can customize the trigger threshold.\n\n"
"Setting this to 51% means tiny movements will trigger the button (small deadzone), "
"while setting this to 99% means the button will only trigger at maximum value (large deadzone).\n\n"
"Setting this to below 50% adjusts the neutral / center position.");
if (is_active) {
if (ImGui::SliderInt(
"Analog Threshold",
&bat_threshold,
1, 99,
"%d%%",
ImGuiSliderFlags_AlwaysClamp)) {
button->setBatThreshold(bat_threshold);
}
if (ImGui::IsItemDeactivatedAfterEdit()) {
dirty = true;
}
}
}
// state display
@@ -2133,9 +2209,9 @@ namespace overlay::windows {
ImGui::Separator();
if (ImGui::BeginTable("AnalogsTable", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg)) {
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, overlay::apply_scaling(220));
ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, overlay::apply_scaling(240));
ImGui::TableSetupColumn("Binding", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Actions", ImGuiTableColumnFlags_WidthFixed, overlay::apply_scaling(100));
ImGui::TableSetupColumn("Actions", ImGuiTableColumnFlags_WidthFixed, overlay::apply_scaling(80));
// check if empty
if (!analogs || analogs->empty()) {
@@ -2194,8 +2270,9 @@ namespace overlay::windows {
}
// analog binding
const std::string title = "Analog Binding (" + analog.getName() + ")";
if (ImGui::Button("Set")) {
ImGui::OpenPopup("Analog Binding");
ImGui::OpenPopup(title.c_str());
// get devices
this->analogs_devices.clear();
@@ -2225,7 +2302,7 @@ namespace overlay::windows {
}
}
edit_analog_popup(analog);
edit_analog_popup(analog, title);
// row hover detection (invisible selectable that spans entire row)
ImGui::InvisibleTableRowSelectable();
@@ -2239,8 +2316,8 @@ namespace overlay::windows {
}
}
void Config::edit_analog_popup(Analog &analog) {
if (ImGui::BeginPopupModal("Analog Binding", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
void Config::edit_analog_popup(Analog &analog, std::string title) {
if (ImGui::BeginPopupModal(title.c_str(), NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
// device selector
auto analog_device_changed = ImGui::Combo(
@@ -2447,31 +2524,45 @@ namespace overlay::windows {
const bool value_changed =
ImGui::SliderFloat("Sensitivity", &sensitivity, 0.f, 2.f, "%.3f");
ImGui::SameLine();
ImGui::HelpMarker(
"Adjust floating point multiplier to relative movement.\n\n"
"Value is squared before being multiplied (e.g., 1.44 is 2x sensitivity, 2.00 is 4x).\n\n"
"Dependent on how often the game polls for input. Intended for angular input (knobs, turntables)");
if (device->type == rawinput::HID && analog.getType() != GameAPI::Analogs::AnalogType::Circular) {
ImGui::HelpMarker(
"Adjust the analog sensitivity curve; "
"values <1.0 are less sensitive around neutral, "
"values >1.0 are more sensitive.");
} else {
ImGui::HelpMarker(
"Adjust floating point multiplier to relative movement.\n\n"
"Value is squared before being multiplied (e.g., 1.44 is 2x sensitivity, 2.00 is 4x).");
}
if (value_changed) {
analog.setSensitivity(sensitivity * sensitivity);
}
}
if (device->type == rawinput::HID || device->type == rawinput::MIDI) {
// 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) {
auto deadzone = analog.getDeadzone();
// for back compat (before each analog had a type)
if (deadzone < 0.f) {
deadzone = -deadzone;
analog.setDeadzone(deadzone);
}
const bool value_changed =
ImGui::SliderFloat("Deadzone", &deadzone, -0.999f, 0.999f, "%.3f");
ImGui::SliderFloat("Deadzone", &deadzone, 0.f, 0.999f, "%.3f");
if (value_changed) {
analog.setDeadzone(deadzone);
}
ImGui::SameLine();
ImGui::HelpMarker("Positive values specify a deadzone around the middle.\n"
"Negative values specify a deadzone from the minimum value.");
ImGui::HelpMarker("Specify the deadzone that gets applied to at-rest (neutral) value.");
// deadzone mirror
bool deadzone_mirror = analog.getDeadzoneMirror();
ImGui::Checkbox("Deadzone Mirror", &deadzone_mirror);
ImGui::SameLine();
ImGui::HelpMarker("Positive deadzone values cut off at edges instead.\n"
"Negative deadzone values cut off at maximum value instead.");
ImGui::HelpMarker("Apply deadzone to extreme value(s) instead of neutral.");
if (deadzone_mirror != analog.getDeadzoneMirror()) {
analog.setDeadzoneMirror(deadzone_mirror);
}
@@ -2490,47 +2581,20 @@ namespace overlay::windows {
if (this->analogs_devices_selected >= 0) {
const auto device = this->analogs_devices.at(this->analogs_devices_selected);
if (device->type == rawinput::HID) {
// 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 (experimental)", &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);
if (analog.getType() == GameAPI::Analogs::AnalogType::Circular) {
// smoothing
bool smoothing = analog.getSmoothing();
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.");
if (smoothing != analog.getSmoothing()) {
analog.setSmoothing(smoothing);
}
}
// delay buffer
int delay = analog.getDelayBufferDepth();
ImGui::InputInt("Delay (experimental)", &delay, 1, 10);
if (ImGui::IsItemDeactivatedAfterEdit()) {
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.");
}
}
@@ -2541,10 +2605,12 @@ namespace overlay::windows {
ImGui::ProgressBar(value);
// centered knob preview
const float knob_size = 64.f;
auto width = ImGui::GetContentRegionAvail().x - knob_size;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (width / 2));
ImGui::Knob(value, knob_size);
if (analog.getType() == GameAPI::Analogs::AnalogType::Circular) {
const float knob_size = 64.f;
auto width = ImGui::GetContentRegionAvail().x - knob_size;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (width / 2));
ImGui::Knob(value, knob_size);
}
// update analog
if (analogs_devices_selected >= 0 && analogs_devices_selected < (int) analogs_devices.size()) {
@@ -5283,6 +5349,7 @@ namespace overlay::windows {
btn.setInvert(entry->invert);
btn.setDebounceUp(entry->debounce_up);
btn.setDebounceDown(entry->debounce_down);
btn.setBatThreshold(entry->bat_threshold);
btn.setVelocityThreshold(entry->velocity_threshold);
::Config::getInstance().updateBinding(game, btn, -1);
} else {
@@ -5293,6 +5360,7 @@ namespace overlay::windows {
alt_btn.setInvert(entry->invert);
alt_btn.setDebounceUp(entry->debounce_up);
alt_btn.setDebounceDown(entry->debounce_down);
alt_btn.setBatThreshold(entry->bat_threshold);
alt_btn.setVelocityThreshold(entry->velocity_threshold);
alt_btn.setTemporary(true);
btn.getAlternatives().push_back(alt_btn);
@@ -5338,8 +5406,6 @@ 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;
}
+1 -1
View File
@@ -162,7 +162,7 @@ namespace overlay::windows {
unsigned int get_keypad_top_row(const Button &button);
void build_analogs(const std::string &name, std::vector<Analog> *analogs);
void edit_analog_popup(Analog &analog);
void edit_analog_popup(Analog &analog, std::string title);
void update() override;
void stop_lights_test();
@@ -17,6 +17,7 @@ namespace overlay::windows {
bool invert = false;
double debounce_up = 0.0;
double debounce_down = 0.0;
int bat_threshold = 0;
unsigned short velocity_threshold = 0;
bool is_naive() const { return device_identifier.empty() && vKey != INVALID_VKEY; }
@@ -31,6 +32,7 @@ namespace overlay::windows {
e.invert = btn.getInvert();
e.debounce_up = btn.getDebounceUp();
e.debounce_down = btn.getDebounceDown();
e.bat_threshold = btn.getBatThreshold();
e.velocity_threshold = btn.getVelocityThreshold();
return e;
}
@@ -69,8 +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; }
@@ -87,8 +87,6 @@ namespace overlay::windows {
invert = a.getInvert();
smoothing = a.getSmoothing();
multiplier = a.getMultiplier();
relative_mode = a.isRelativeMode();
delay_buffer_depth = a.getDelayBufferDepth();
}
};
+25
View File
@@ -3,6 +3,7 @@
#include "avs/game.h"
#include "games/iidx/iidx.h"
#include "games/popn/popn.h"
#include "misc/eamuse.h"
#include "util/logging.h"
#include "overlay/imgui/extensions.h"
@@ -42,6 +43,8 @@ namespace overlay::windows {
void Keypad::build_content() {
if (avs::game::is_model("LDJ") && games::iidx::TDJ_MODE) {
build_tdj_keypad();
} else if (games::popn::is_pikapika_model()) {
build_popn_pika_keypad();
} else {
build_keypad();
}
@@ -132,4 +135,26 @@ namespace overlay::windows {
eamuse_set_keypad_overrides_overlay(this->unit, 0);
}
}
void Keypad::build_popn_pika_keypad() {
ImGui::AlignTextToFramePadding();
ImGui::TextDisabled("Keypad disabled in Pop'n Pikapika model!\nUse subscreen overlay.");
ImGui::SameLine();
ImGui::WarnMarker(
nullptr,
"Pop'n Music Pikapika cabinets do not have any keypads; they use the subscreen.\n\n"
"Fullscreen mode: bind a key in Overlay tab, and press it in game to show the subscreen, "
"then use your mouse to click. Page Up button is the default binding.\n\n"
"Windowed mode: look for the second window in the taskbar (or ALT+TAB).\n\n"
"Windowed mode with -popnnosub: bring up the subscreen overlay (default Page Up).\n\n"
);
ImGui::Spacing();
if (ImGui::Button("Insert Card")) {
eamuse_set_keypad_overrides_overlay(this->unit, 1 << EAM_IO_INSERT);
} else {
eamuse_set_keypad_overrides_overlay(this->unit, 0);
}
}
}
+1
View File
@@ -10,6 +10,7 @@ namespace overlay::windows {
size_t unit = 0;
void build_keypad();
void build_tdj_keypad();
void build_popn_pika_keypad();
public:
@@ -74,6 +74,23 @@ namespace overlay::windows {
{"Nostroller (Lights 15-28)", "Nostalgia", 0, 0, "LED_27", "", "", true, "Key 27", ""},
{"Nostroller (Lights 15-28)", "Nostalgia", 0, 0, "LED_28", "", "", true, "Key 28", ""},
// icedragon.io snek board, ddr mode
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "neon", "", "", false, "Neon", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "mar p1 upper", "", "", false, "P1 Halogen Upper", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "mar p1 lower", "", "", false, "P1 Halogen Lower", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "mar p2 upper", "", "", false, "P2 Halogen Upper", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "mar p2 lower", "", "", false, "P2 Halogen Lower", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p1 buttons", "", "", false, "P1 Button", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p2 buttons", "", "", false, "P2 Button", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p1 up", "", "", false, "P1 Foot Up", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p1 down", "", "", false, "P1 Foot Down", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p1 left", "", "", false, "P1 Foot Left", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p1 right", "", "", false, "P1 Foot Right", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p2 up", "", "", false, "P2 Foot Up", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p2 down", "", "", false, "P2 Foot Down", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p2 left", "", "", false, "P2 Foot Left", ""},
{"snek lights", "Dance Dance Revolution", 0x2e8a, 0x10a8, "p2 right", "", "", false, "P2 Foot Right", ""},
};
static const int LIGHT_MATCH_MAP_COUNT =
+29 -24
View File
@@ -95,6 +95,10 @@ namespace overlay::windows {
}
// utility
std::string displayPath(const std::filesystem::path &path) {
return fmt::format(FMT_STRING("{}"), path);
}
std::string getFromUrl(const std::string& dll_name, const std::string& url) {
log_info("patchmanager", "getting patches from URL: {}, for file: {}", url, dll_name);
std::string result;
@@ -226,7 +230,7 @@ namespace overlay::windows {
if (PATCH_MANAGER_CFG_PATH_OVERRIDE.has_value()) {
this->config_path = PATCH_MANAGER_CFG_PATH_OVERRIDE.value();
log_info("patchmanager", "using custom config file path: {}", this->config_path.string().c_str());
log_info("patchmanager", "using custom config file path: {}", this->config_path);
} else {
this->config_path =
fileutils::get_config_file_path("patchmanager", "spicetools_patch_manager.json");
@@ -330,7 +334,7 @@ namespace overlay::windows {
"Wrong path? Run spicecfg from the correct directory, or fix your modules parameter before launching spicecfg.\n"
"Make sure you're not using a different one when launching the game.");
ImGui::SameLine();
ImGui::Text("Modules Path: %s", MODULE_PATH.string().c_str());
ImGui::Text("Modules Path: %s", displayPath(MODULE_PATH).c_str());
ImGui::AlignTextToFramePadding();
ImGui::DummyMarker();
@@ -878,7 +882,7 @@ namespace overlay::windows {
}
void PatchManager::hard_apply_patches() {
std::vector<std::string> written_list;
std::vector<std::filesystem::path> written_list;
for (auto& patch : patches) {
switch (patch.type) {
case PatchType::Memory:
@@ -1218,7 +1222,7 @@ namespace overlay::windows {
log_info(
"patchmanager",
"file: {}, patch id: {}, build timestamp of dll: {:%Y-%m-%d %H:%M}",
dll_path.has_filename() ? dll_path.filename().string() : dll_path.string(),
dll_path.has_filename() ? dll_path.filename() : dll_path,
identifier,
time);
}
@@ -1623,7 +1627,7 @@ namespace overlay::windows {
// save to file
std::filesystem::path save_path = LOCAL_PATCHES_PATH / (identifier + ".json");
fileutils::text_write(save_path, patches_json);
log_info("patchmanager", "remotely fetched JSON saved to: {}", save_path.string());
log_info("patchmanager", "remotely fetched JSON saved to: {}", save_path);
return true;
} else {
log_warning("patchmanager", "failed to fetch patches JSON for {}", dll_name);
@@ -1675,19 +1679,19 @@ namespace overlay::windows {
const size_t patches_size_previous = patches.size();
for (const std::filesystem::path& patches_json_path: LOCAL_PATCHES_JSON_PATHS) {
if (!fileutils::file_exists(patches_json_path)) {
log_misc("patchmanager", "file does not exist, skipping: {}", patches_json_path.string());
log_misc("patchmanager", "file does not exist, skipping: {}", patches_json_path);
continue;
}
log_misc("patchmanager", "reading from patches.json: {}", patches_json_path.string());
log_misc("patchmanager", "reading from patches.json: {}", patches_json_path);
std::string content = fileutils::text_read(patches_json_path);
append_patches(content, apply_patches, filter);
const auto new_patches = patches.size() - patches_size_previous;
log_info("patchmanager", "loaded {} patches from: {}", new_patches, patches_json_path.string());
log_info("patchmanager", "loaded {} patches from: {}", new_patches, patches_json_path);
if (0 < new_patches) {
ret = true;
ACTIVE_JSON_FILE = patches_json_path.string();
ACTIVE_JSON_FILE = displayPath(patches_json_path);
break;
}
}
@@ -1723,21 +1727,21 @@ namespace overlay::windows {
if (fileutils::file_exists(firstPath) || !extraDlls.empty()) {
if (fileutils::file_exists(firstPath)) {
log_info("patchmanager", "loaded patches for {} from {}", firstDll, firstPath.string());
log_info("patchmanager", "loaded patches for {} from {}", firstDll, firstPath);
std::string content = fileutils::text_read(firstPath);
append_patches(content, apply_patches, nullptr, first_id);
ACTIVE_JSON_FILE = firstPath.string();
ACTIVE_JSON_FILE = displayPath(firstPath);
}
for (const std::string& dll : extraDlls) {
auto extraId = get_game_identifier(MODULE_PATH / dll);
auto extraPath = std::filesystem::path(fmt::format("patches/{}.json", extraId));
log_info("patchmanager", "loaded patches for {} from {}", dll, extraPath.string());
log_info("patchmanager", "loaded patches for {} from {}", dll, extraPath);
std::string content = fileutils::text_read(extraPath);
append_patches(content, apply_patches, nullptr, extraId);
if (ACTIVE_JSON_FILE.empty()) {
ACTIVE_JSON_FILE = extraPath.string();
ACTIVE_JSON_FILE = displayPath(extraPath);
} else {
ACTIVE_JSON_FILE += ", " + extraPath.string();
ACTIVE_JSON_FILE += ", " + displayPath(extraPath);
}
}
} else {
@@ -3024,22 +3028,23 @@ namespace overlay::windows {
}
void create_dll_backup(
std::vector<std::string>& written_list, const std::filesystem::path& dll_path) {
std::vector<std::filesystem::path>& written_list, const std::filesystem::path& dll_path) {
// if dll_path is not in written_list, create a file backup.
if (std::find(written_list.begin(), written_list.end(), dll_path.string()) == written_list.end()) {
written_list.push_back(dll_path.string());
auto dll_bak_path = std::filesystem::path(dll_path.string() + ".bak");
if (std::find(written_list.begin(), written_list.end(), dll_path) == written_list.end()) {
written_list.push_back(dll_path);
auto dll_bak_path = dll_path;
dll_bak_path += ".bak";
try {
if (!fileutils::file_exists(dll_bak_path)) {
std::filesystem::copy(dll_path, dll_bak_path);
}
log_info("patchmanager", "created DLL backup for: {}", dll_path.string());
log_info("patchmanager", "created DLL backup for: {}", dll_path);
} catch (const std::filesystem::filesystem_error& e) {
log_warning(
"patchmanager",
"filesystem error while creating DLL backup for {}, error: {}",
dll_path.string(), e.what());
dll_path, e.what());
}
}
}
@@ -3065,14 +3070,14 @@ namespace overlay::windows {
/// check if file exists
auto dll_path = MODULE_PATH / dll_name;
if (!fileutils::file_exists(dll_path)) {
log_warning("patchmanager", "{} does not exist", dll_path.string());
log_warning("patchmanager", "{} does not exist", dll_path);
return nullptr;
}
// get module
auto module = libutils::try_module(dll_path);
if (!module) {
log_warning("patchmanager", "cannot get module: {}", dll_path.string());
log_warning("patchmanager", "cannot get module: {}", dll_path);
return nullptr;
}
@@ -3081,7 +3086,7 @@ namespace overlay::windows {
if (offset == -1) {
log_warning(
"patchmanager", "cannot convert offset to RVA: {}, {}",
dll_path.string(), data_offset);
dll_path, data_offset);
return nullptr;
}
@@ -3095,7 +3100,7 @@ namespace overlay::windows {
log_warning(
"patchmanager", "GetModuleInformation failed for {}, gle: {}",
dll_path.string(), GetLastError());
dll_path, GetLastError());
return nullptr;
}
+1 -1
View File
@@ -162,7 +162,7 @@ namespace overlay::windows {
uint8_t* destination, const std::string& dll_name, size_t offset, size_t size);
void create_dll_backup(
std::vector<std::string>& written_list, const std::filesystem::path& dll_path);
std::vector<std::filesystem::path>& written_list, const std::filesystem::path& dll_path);
std::string fix_up_dll_name(const std::string& dll_name);
uint8_t* get_dll_offset_for_patch_apply(
const std::string& dll_name, const uint64_t data_offset, const size_t size_in_bytes);
+26 -17
View File
@@ -605,14 +605,22 @@ void rawinput::RawInputManager::devices_scan_rawinput(RAWINPUTDEVICELIST *device
value_caps.LogicalMax = 255;
}
// fix min and max values
if (value_caps.BitSize > 0 && value_caps.BitSize <= sizeof(value_caps.LogicalMin) * 8) {
auto shift_size = sizeof(value_caps.LogicalMin) * 8 - value_caps.BitSize + 1;
auto mask = ((uint64_t) 1 << value_caps.BitSize) - 1;
value_caps.LogicalMin &= mask;
value_caps.LogicalMin <<= shift_size;
value_caps.LogicalMin >>= shift_size;
value_caps.LogicalMax &= mask;
// fix up invalid max values (seen on xbox controllers where max is 0xffffffff despite being 16-bit)
if (value_caps.LogicalMin == 0 && value_caps.BitSize > 0 && value_caps.BitSize < 32) {
const uint32_t field_max = (1u << value_caps.BitSize) - 1u;
const uint32_t logical_max = static_cast<uint32_t>(value_caps.LogicalMax);
if (logical_max > field_max) {
log_info(
"rawinput",
"value cap {} LogicalMax exceeds bit width, fixing it up: {} -> {}",
value_cap_num,
value_caps.LogicalMax,
field_max
);
value_caps.LogicalMax = static_cast<LONG>(field_max);
}
}
// fix up hat switch to initially report as neutral position
@@ -1914,15 +1922,6 @@ LRESULT CALLBACK rawinput::RawInputManager::input_wnd_proc(
LONG value_min = value_caps.LogicalMin;
LONG value_max = value_caps.LogicalMax;
// fix sign bits for signed values
if (value_caps.LogicalMin < 0 &&
value_caps.BitSize > 0 &&
value_caps.BitSize <= sizeof(value_caps.LogicalMin) * 8) {
auto shift_size = sizeof(value_caps.LogicalMin) * 8 - value_caps.BitSize + 1;
value_raw <<= shift_size;
value_raw >>= shift_size;
}
float value;
// 0x1 == generic desktop, 0x39 == hat switch
if (value_caps.UsagePage == 0x1 && value_caps.Range.UsageMin == 0x39) {
@@ -1935,6 +1934,16 @@ LRESULT CALLBACK rawinput::RawInputManager::input_wnd_proc(
value = -1.f;
}
} else {
// fix sign bits for signed values
if (value_caps.LogicalMin < 0 &&
0 < value_caps.BitSize && value_caps.BitSize < 32) {
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;
+1 -1
View File
@@ -99,7 +99,7 @@ namespace rawinput::touch {
// check type
if (device->type != HID) {
log_fatal("rawinput", "touch update called on non HID device");
log_warning("rawinput", "touch update called on non HID device");
return;
}
+133 -75
View File
@@ -1,6 +1,11 @@
#include "rawinput/xinput.h"
#include "util/logging.h"
// std::min
#ifdef min
#undef min
#endif
namespace xinput {
// this is all we need to emulate xinput.h which we avoid including here...
@@ -24,6 +29,10 @@ namespace xinput {
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
// custom
static constexpr float GAMEPAD_THUMB_DIGITAL_THRESHOLD = 0.2f;
typedef struct {
uint32_t dwPacketNumber;
XINPUT_GAMEPAD_STATE Gamepad;
@@ -153,7 +162,7 @@ XInputSetState(
float XInputManager::get_analog_state(uint8_t player, XInputAnalogEnum analog) {
return 0.5f;
}
bool XInputManager::is_button_pressed(uint8_t player, XInputButtonEnum button) {
bool XInputManager::is_button_pressed(uint8_t player, XInputButtonEnum button, XINPUT_GAMEPAD_STATE_NORMALIZED *state_in) {
return false;
}
bool XInputManager::get_any_button_pressed(XINPUT_NEW_BUTTON &button) {
@@ -223,6 +232,40 @@ XInputSetState(
return players;
}
static void normalize_stick(
SHORT raw_x,
SHORT raw_y,
float deadzone,
float &out_x,
float &out_y) {
const int x_i = static_cast<int>(raw_x);
const int y_i = -static_cast<int>(raw_y);
const float x_f = static_cast<float>(x_i);
const float y_f = static_cast<float>(y_i);
const float magnitude = std::sqrt(x_f * x_f + y_f * y_f);
// within deadzone; ignore
if (magnitude <= deadzone) {
out_x = 0.5f;
out_y = 0.5f;
return;
}
// scale value starting with 0 from deadzone border
const float magnitude_clamped = std::min(magnitude, 32767.0f);
const float scaled = (magnitude_clamped - deadzone) / (32767.0f - deadzone);
// normalize
const float normalized_x = (x_f / magnitude) * scaled;
const float normalized_y = (y_f / magnitude) * scaled;
// convert range to [0, 1] with 0.5 as center
out_x = std::clamp((normalized_x + 1.f) / 2.f, 0.f, 1.f);
out_y = std::clamp((normalized_y + 1.f) / 2.f, 0.f, 1.f);
}
void XInputManager::get_state(uint8_t player, XINPUT_GAMEPAD_STATE_NORMALIZED &state) {
state = {};
state.sThumbLX = 0.5f;
@@ -233,7 +276,7 @@ XInputSetState(
return;
}
XINPUT_STATE x;
XINPUT_STATE x = {};
if (XInputGetState_addr(player, &x) != ERROR_SUCCESS) {
return;
}
@@ -242,106 +285,83 @@ XInputSetState(
state.bLeftTrigger = x.Gamepad.bLeftTrigger / 255.0f;
state.bRightTrigger = x.Gamepad.bRightTrigger / 255.0f;
// left stick circular dead zone
{
const auto x_raw = x.Gamepad.sThumbLX;
const auto y_raw = -x.Gamepad.sThumbLY; // flip to make [down = positive]
const float magnitude = sqrtf(x_raw * x_raw + y_raw * y_raw);
if (magnitude > XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) {
const float scaled =
(magnitude - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE) /
(32767.0f - XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
// apply circular deadzone logic to left stick
normalize_stick(
x.Gamepad.sThumbLX,
x.Gamepad.sThumbLY,
static_cast<float>(XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE),
state.sThumbLX,
state.sThumbLY);
state.sThumbLX = (x_raw / magnitude) * scaled;
state.sThumbLY = (y_raw / magnitude) * scaled;
// normalize to [0, 1]
state.sThumbLX = std::clamp((state.sThumbLX + 1.f) / 2.f, 0.f, 1.f);
state.sThumbLY = std::clamp((state.sThumbLY + 1.f) / 2.f, 0.f, 1.f);
} else {
// within deadzone
state.sThumbLX = 0.5f;
state.sThumbLY = 0.5f;
}
}
// right stick circular dead zone
{
const auto x_raw = x.Gamepad.sThumbRX;
const auto y_raw = -x.Gamepad.sThumbRY; // flip to make [down = positive]
const float magnitude = sqrtf(x_raw * x_raw + y_raw * y_raw);
if (magnitude > XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) {
const float scaled =
(magnitude - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE) /
(32767.0f - XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE);
state.sThumbRX = (x_raw / magnitude) * scaled;
state.sThumbRY = (y_raw / magnitude) * scaled;
// normalize to [0, 1]
state.sThumbRX = std::clamp((state.sThumbRX + 1.f) / 2.f, 0.f, 1.f);
state.sThumbRY = std::clamp((state.sThumbRY + 1.f) / 2.f, 0.f, 1.f);
} else {
// within deadzone
state.sThumbRX = 0.5f;
state.sThumbRY = 0.5f;
}
}
// apply circular deadzone logic to right stick
normalize_stick(
x.Gamepad.sThumbRX,
x.Gamepad.sThumbRY,
static_cast<float>(XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE),
state.sThumbRX,
state.sThumbRY);
}
bool XInputManager::is_button_pressed(uint8_t player, XInputButtonEnum button) {
XINPUT_GAMEPAD_STATE_NORMALIZED state;
bool XInputManager::is_button_pressed(uint8_t player, XInputButtonEnum button, XINPUT_GAMEPAD_STATE_NORMALIZED *state_in) {
XINPUT_GAMEPAD_STATE_NORMALIZED state_on_stack;
XINPUT_GAMEPAD_STATE_NORMALIZED *state;
if (state_in) {
state = state_in;
} else {
state = &state_on_stack;
get_state(player, *state);
}
get_state(player, state);
switch (button) {
case XInputButtonEnum::DPAD_UP:
return (state.wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0;
return (state->wButtons & XINPUT_GAMEPAD_DPAD_UP) != 0;
case XInputButtonEnum::DPAD_DOWN:
return (state.wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0;
return (state->wButtons & XINPUT_GAMEPAD_DPAD_DOWN) != 0;
case XInputButtonEnum::DPAD_LEFT:
return (state.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0;
return (state->wButtons & XINPUT_GAMEPAD_DPAD_LEFT) != 0;
case XInputButtonEnum::DPAD_RIGHT:
return (state.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0;
return (state->wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) != 0;
case XInputButtonEnum::START:
return (state.wButtons & XINPUT_GAMEPAD_START) != 0;
return (state->wButtons & XINPUT_GAMEPAD_START) != 0;
case XInputButtonEnum::BACK:
return (state.wButtons & XINPUT_GAMEPAD_BACK) != 0;
return (state->wButtons & XINPUT_GAMEPAD_BACK) != 0;
case XInputButtonEnum::LEFT_STICK:
return (state.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0;
return (state->wButtons & XINPUT_GAMEPAD_LEFT_THUMB) != 0;
case XInputButtonEnum::RIGHT_STICK:
return (state.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0;
return (state->wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) != 0;
case XInputButtonEnum::LEFT_SHOULDER:
return (state.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0;
return (state->wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER) != 0;
case XInputButtonEnum::RIGHT_SHOULDER:
return (state.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
return (state->wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER) != 0;
case XInputButtonEnum::BUTTON_A:
return (state.wButtons & XINPUT_GAMEPAD_A) != 0;
return (state->wButtons & XINPUT_GAMEPAD_A) != 0;
case XInputButtonEnum::BUTTON_B:
return (state.wButtons & XINPUT_GAMEPAD_B) != 0;
return (state->wButtons & XINPUT_GAMEPAD_B) != 0;
case XInputButtonEnum::BUTTON_X:
return (state.wButtons & XINPUT_GAMEPAD_X) != 0;
return (state->wButtons & XINPUT_GAMEPAD_X) != 0;
case XInputButtonEnum::BUTTON_Y:
return (state.wButtons & XINPUT_GAMEPAD_Y) != 0;
return (state->wButtons & XINPUT_GAMEPAD_Y) != 0;
case XInputButtonEnum::LEFT_TRIGGER:
return state.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
return state->bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
case XInputButtonEnum::RIGHT_TRIGGER:
return state.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
return state->bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD;
case XInputButtonEnum::LEFT_STICK_UP:
return state.sThumbLY > 0.6f;
return state->sThumbLY < (0.5f - GAMEPAD_THUMB_DIGITAL_THRESHOLD);
case XInputButtonEnum::LEFT_STICK_DOWN:
return state.sThumbLY < 0.4f;
return state->sThumbLY > (0.5f + GAMEPAD_THUMB_DIGITAL_THRESHOLD);
case XInputButtonEnum::LEFT_STICK_LEFT:
return state.sThumbLX < 0.4f;
return state->sThumbLX < (0.5f - GAMEPAD_THUMB_DIGITAL_THRESHOLD);
case XInputButtonEnum::LEFT_STICK_RIGHT:
return state.sThumbLX > 0.6f;
return state->sThumbLX > (0.5f + GAMEPAD_THUMB_DIGITAL_THRESHOLD);
case XInputButtonEnum::RIGHT_STICK_UP:
return state.sThumbRY > 0.6f;
return state->sThumbRY < (0.5f - GAMEPAD_THUMB_DIGITAL_THRESHOLD);
case XInputButtonEnum::RIGHT_STICK_DOWN:
return state.sThumbRY < 0.4f;
return state->sThumbRY > (0.5f + GAMEPAD_THUMB_DIGITAL_THRESHOLD);
case XInputButtonEnum::RIGHT_STICK_LEFT:
return state.sThumbRX < 0.4f;
return state->sThumbRX < (0.5f - GAMEPAD_THUMB_DIGITAL_THRESHOLD);
case XInputButtonEnum::RIGHT_STICK_RIGHT:
return state.sThumbRX > 0.6f;
return state->sThumbRX > (0.5f + GAMEPAD_THUMB_DIGITAL_THRESHOLD);
default:
break;
}
@@ -374,11 +394,49 @@ XInputSetState(
}
bool XInputManager::get_any_button_pressed(XINPUT_NEW_BUTTON &button) {
constexpr std::array<XInputButtonEnum, static_cast<size_t>(XInputButtonEnum::COUNT)> button_priority = {
// the ordering here is important; we want to check buttons first, then dpad, then analog
// this is to help with cases like DDR pads that output multiple at the same time for arrows
// actual buttons
XInputButtonEnum::BUTTON_A,
XInputButtonEnum::BUTTON_B,
XInputButtonEnum::BUTTON_X,
XInputButtonEnum::BUTTON_Y,
XInputButtonEnum::START,
XInputButtonEnum::BACK,
XInputButtonEnum::LEFT_STICK,
XInputButtonEnum::RIGHT_STICK,
XInputButtonEnum::LEFT_SHOULDER,
XInputButtonEnum::RIGHT_SHOULDER,
// dpad
XInputButtonEnum::DPAD_UP,
XInputButtonEnum::DPAD_DOWN,
XInputButtonEnum::DPAD_LEFT,
XInputButtonEnum::DPAD_RIGHT,
// analog values that can be used as buttons
XInputButtonEnum::LEFT_TRIGGER,
XInputButtonEnum::RIGHT_TRIGGER,
XInputButtonEnum::LEFT_STICK_UP,
XInputButtonEnum::LEFT_STICK_DOWN,
XInputButtonEnum::LEFT_STICK_LEFT,
XInputButtonEnum::LEFT_STICK_RIGHT,
XInputButtonEnum::RIGHT_STICK_UP,
XInputButtonEnum::RIGHT_STICK_DOWN,
XInputButtonEnum::RIGHT_STICK_LEFT,
XInputButtonEnum::RIGHT_STICK_RIGHT,
};
for (uint8_t player = 0; player < XUSER_MAX_COUNT; player++) {
XINPUT_GAMEPAD_STATE_NORMALIZED state;
get_state(player, state);
for (uint16_t b = 0; b < static_cast<uint16_t>(XInputButtonEnum::COUNT); b++) {
if (is_button_pressed(player, static_cast<XInputButtonEnum>(b))) {
if (is_button_pressed(player, button_priority[b], &state)) {
button.player = player;
button.button = static_cast<XInputButtonEnum>(b);
button.button = button_priority[b];
return true;
}
}
+3 -1
View File
@@ -31,6 +31,8 @@ namespace xinput {
float sThumbRY;
};
// the order of this enum is used for vkey mapping (saved in config file)
// therefore it can never be changed
enum class XInputButtonEnum : uint16_t {
// actual buttons
DPAD_UP,
@@ -102,7 +104,7 @@ namespace xinput {
~XInputManager();
void stop();
std::vector<uint8_t> get_available_players();
bool is_button_pressed(uint8_t player, XInputButtonEnum button);
bool is_button_pressed(uint8_t player, XInputButtonEnum button, XINPUT_GAMEPAD_STATE_NORMALIZED *state_in=nullptr);
float get_analog_state(uint8_t player, XInputAnalogEnum analog);
bool get_any_button_pressed(XINPUT_NEW_BUTTON &button);
void set_output_state(uint8_t player, XInputOutputEnum output, float value);
+13 -36
View File
@@ -82,14 +82,14 @@ bool fileutils::verify_header_pe(const std::filesystem::path &file_path) {
if (!valid) {
log_fatal("fileutils",
"{} (32 bit) can't be loaded using spice64.exe - please use spice.exe for this game.",
file_path.string());
file_path);
}
#else
valid = dll_file_header->Machine == IMAGE_FILE_MACHINE_I386;
if (!valid) {
log_fatal("fileutils",
"{} (64 bit) can't be loaded using spice.exe - please use spice64.exe for this game.",
file_path.string());
file_path);
}
#endif
}
@@ -156,9 +156,9 @@ bool fileutils::dir_create_log(const std::string_view &module, const std::filesy
auto ret = std::filesystem::create_directory(dir_path, err);
if (err) {
log_warning(module, "failed to create directory '{}': {}", dir_path.string(), err.message());
log_warning(module, "failed to create directory '{}': {}", dir_path, err.message());
} else if (ret) {
log_misc(module, "created directory '{}'", dir_path.string());
log_misc(module, "created directory '{}'", dir_path);
}
return ret && !err;
@@ -178,39 +178,14 @@ bool fileutils::dir_create_recursive_log(const std::string_view &module, const s
auto ret = std::filesystem::create_directories(dir_path, err);
if (err) {
log_warning(module, "failed to create directory (recursive) '{}': {}", dir_path.string(), err.message());
log_warning(module, "failed to create directory (recursive) '{}': {}", dir_path, err.message());
} else if (ret) {
log_misc(module, "created directory (recursive) '{}'", dir_path.string());
log_misc(module, "created directory (recursive) '{}'", dir_path);
}
return ret && !err;
}
void fileutils::dir_scan(const std::string &path, std::vector<std::string> &vec, bool recursive) {
// check directory
if (std::filesystem::exists(path) && std::filesystem::is_directory(path)) {
if (recursive) {
for (const auto &entry : std::filesystem::recursive_directory_iterator(path)) {
if (!std::filesystem::is_directory(entry)) {
auto path = entry.path().string();
vec.emplace_back(std::move(path));
}
}
} else {
for (const auto &entry : std::filesystem::directory_iterator(path)) {
if (!std::filesystem::is_directory(entry)) {
auto path = entry.path().string();
vec.emplace_back(std::move(path));
}
}
}
}
// determinism
std::sort(vec.begin(), vec.end());
}
bool fileutils::text_write(const std::filesystem::path &file_path, std::string text) {
std::ofstream out(file_path, std::ios::out | std::ios::binary);
if (out) {
@@ -296,22 +271,24 @@ std::filesystem::path fileutils::get_config_file_path(const std::string module,
bool fileutils::write_config_file(const std::string_view &module, const std::filesystem::path path, std::string text) {
// attempt to undo %appdata% expansion to hide user name
const auto appdata = std::filesystem::path(_wgetenv(L"APPDATA")).string();
auto censored = path.string();
const auto appdata = std::filesystem::path(_wgetenv(L"APPDATA")).wstring();
auto censored = path.wstring();
const auto substr_offset = censored.find(appdata);
if (substr_offset != std::string::npos) {
censored.replace(substr_offset, appdata.length(), "%appdata%");
censored.replace(substr_offset, appdata.length(), L"%appdata%");
}
auto censored_display = fmt::detail::to_utf8<wchar_t>(censored, fmt::detail::to_utf8_error_policy::replace);
// create directory path up to where the config file lives
if (!path.parent_path().empty() && !std::filesystem::exists(path.parent_path())) {
log_misc(module, "creating directory path to config file: {}", censored);
log_misc(module, "creating directory path to config file: {}", censored_display);
if (!fileutils::dir_create_recursive(path.parent_path())) {
return false;
}
}
// save file
log_info(module, "saving config file: {}", censored);
log_info(module, "saving config file: {}", censored_display);
return fileutils::text_write(path, text);
}
-1
View File
@@ -26,7 +26,6 @@ namespace fileutils {
bool dir_create_log(const std::string_view &module, const std::filesystem::path &dir_path);
bool dir_create_recursive(const std::filesystem::path &dir_path);
bool dir_create_recursive_log(const std::string_view &module, const std::filesystem::path &dir_path);
void dir_scan(const std::string &path, std::vector<std::string> &vec, bool recursive);
// IO
bool text_write(const std::filesystem::path &file_path, std::string text);
+21 -20
View File
@@ -1,5 +1,6 @@
#include "libutils.h"
#include <cstring>
#include <windows.h>
#include <psapi.h>
#include <shlwapi.h>
@@ -38,7 +39,7 @@ std::filesystem::path libutils::module_file_name(HMODULE module) {
return std::filesystem::path(std::move(buf));
}
static inline void load_library_fail(const std::string &file_name, bool fatal) {
static inline void load_library_fail(const std::filesystem::path &file_name, bool fatal) {
std::string info_str { fmt::format(
"DLL failed to load - this is a common error. Please carefully read ALL of the following steps for a fix:\n"
" 1. Confirm if the file ({}) exists on the disk and check the file permissions.\n"
@@ -76,9 +77,9 @@ HMODULE libutils::load_library(const std::filesystem::path &path, bool fatal) {
HMODULE module = LoadLibraryW(path.c_str());
if (!module) {
log_warning("libutils", "'{}' couldn't be loaded: {}", path.string(), get_last_error_string());
log_warning("libutils", "'{}' couldn't be loaded: {}", path, get_last_error_string());
dependencies::walk(path);
load_library_fail(path.filename().string(), fatal);
load_library_fail(path.filename(), fatal);
}
return module;
@@ -236,7 +237,7 @@ intptr_t libutils::rva2offset(const std::filesystem::path &path, intptr_t rva) {
HANDLE dll_mapping = CreateFileMappingW(dll_file, nullptr, PAGE_READONLY, 0, 0, nullptr);
if (!dll_mapping) {
CloseHandle(dll_file);
log_warning("libutils", "could not create file mapping for {}", path.string());
log_warning("libutils", "could not create file mapping for {}", path);
return -1;
}
@@ -245,7 +246,7 @@ intptr_t libutils::rva2offset(const std::filesystem::path &path, intptr_t rva) {
if (!dll_file_base) {
CloseHandle(dll_file);
CloseHandle(dll_mapping);
log_warning("libutils", "could not map view of file for {}", path.string());
log_warning("libutils", "could not map view of file for {}", path);
return -1;
}
@@ -306,7 +307,7 @@ intptr_t libutils::offset2rva(const std::filesystem::path &path, intptr_t offset
// create file mapping
HANDLE dll_mapping = CreateFileMappingW(dll_file, nullptr, PAGE_READONLY, 0, 0, nullptr);
if (!dll_mapping) {
log_warning("libutils", "could not create file mapping for {}: {}", path.string(), get_last_error_string());
log_warning("libutils", "could not create file mapping for {}: {}", path, get_last_error_string());
CloseHandle(dll_file);
return -1;
}
@@ -314,7 +315,7 @@ intptr_t libutils::offset2rva(const std::filesystem::path &path, intptr_t offset
// map view of file
LPVOID dll_file_base = MapViewOfFile(dll_mapping, FILE_MAP_READ, 0, 0, 0);
if (!dll_file_base) {
log_warning("libutils", "could not map view of file for {}: {}", path.string(), get_last_error_string());
log_warning("libutils", "could not map view of file for {}: {}", path, get_last_error_string());
CloseHandle(dll_file);
CloseHandle(dll_mapping);
return -1;
@@ -344,9 +345,9 @@ void libutils::check_duplicate_dlls() {
for (const auto &file : std::filesystem::directory_iterator(MODULE_PATH)) {
const auto &filename = file.path().filename();
const auto extension = strtolower(filename.extension().string());
const auto extension = filename.extension().wstring();
if (extension == ".dll" &&
if (wcsicmp(extension.c_str(), L".dll") == 0 &&
fileutils::file_exists(spice_bin_path / filename)) {
log_warning(
"libutils",
@@ -361,9 +362,9 @@ void libutils::check_duplicate_dlls() {
"this has unintended consequences and may crash your game!\n"
"resolve the conflict by deleting the stale copy of the DLL\n"
"-------------------------------------------------------------------\n\n\n",
filename.string(),
(spice_bin_path / filename).string(),
(MODULE_PATH / filename).string());
filename,
(spice_bin_path / filename),
(MODULE_PATH / filename));
}
}
}
@@ -384,22 +385,22 @@ void libutils::warn_if_dll_exists(const std::string &file_name) {
void libutils::print_dll_info(std::filesystem::path filename) {
DWORD handle;
const auto size = GetFileVersionInfoSizeA(filename.string().c_str(), &handle);
const auto size = GetFileVersionInfoSizeW(filename.wstring().c_str(), &handle);
if (size == 0) {
log_debug(
"libutils",
"GetFileVersionInfoSizeA failed for {}: {}",
filename.filename().string(),
filename.filename(),
get_last_error_string());
return;
}
auto data = util::make_unique_plain<VOID>(size);
if (!GetFileVersionInfoA(filename.string().c_str(), handle, size, data.get())) {
if (!GetFileVersionInfoW(filename.wstring().c_str(), handle, size, data.get())) {
log_debug(
"libutils",
"GetFileVersionInfoA failed for {}: {}",
filename.filename().string(),
filename.filename(),
get_last_error_string());
return;
}
@@ -414,7 +415,7 @@ void libutils::print_dll_info(std::filesystem::path filename) {
log_debug(
"libutils",
"VerQueryValueA failed for {}: {}",
filename.filename().string(),
filename.filename(),
get_last_error_string());
return;
}
@@ -422,7 +423,7 @@ void libutils::print_dll_info(std::filesystem::path filename) {
log_debug(
"libutils",
"VerQueryValueA returned invalid results for {}",
filename.filename().string());
filename.filename());
return;
}
@@ -457,7 +458,7 @@ void libutils::print_dll_info(std::filesystem::path filename) {
"libutils",
"VerQueryValueA({}) failed for {}: {}",
subBlock,
filename.filename().string(),
filename.filename(),
get_last_error_string());
return "";
};
@@ -469,7 +470,7 @@ void libutils::print_dll_info(std::filesystem::path filename) {
log_info(
"libutils",
"DLL info for {}: CompanyName = {}, ProductName = {}, Version = {}",
filename.filename().string(),
filename.filename(),
company_name.empty() ? "?" : company_name,
product_name.empty() ? "?" : product_name,
version_str.empty() ? "?" : version_str);
+1
View File
@@ -10,6 +10,7 @@
#include "external/fmt/include/fmt/format.h"
#include "external/fmt/include/fmt/compile.h"
#include "external/fmt/include/fmt/std.h"
#include "launcher/launcher.h"
#include "launcher/logger.h"
+3 -3
View File
@@ -275,7 +275,7 @@ intptr_t replace_pattern(HMODULE module, const std::string &signature,
bool get_pe_identifier(const std::filesystem::path& dll_path, uint32_t* time_date_stamp, uint32_t* address_of_entry_point) {
std::ifstream file(dll_path, std::ios::binary);
if (!file) {
log_warning("sigscan", "Failed to open file: {}", dll_path.string().c_str());
log_warning("sigscan", "Failed to open file: {}", dll_path);
return false;
}
@@ -283,7 +283,7 @@ bool get_pe_identifier(const std::filesystem::path& dll_path, uint32_t* time_dat
IMAGE_DOS_HEADER dos_header;
file.read(reinterpret_cast<char*>(&dos_header), sizeof(dos_header));
if (dos_header.e_magic != IMAGE_DOS_SIGNATURE) {
log_warning("sigscan", "Invalid DOS signature: {}", dll_path.string().c_str());
log_warning("sigscan", "Invalid DOS signature: {}", dll_path);
return false;
}
@@ -294,7 +294,7 @@ bool get_pe_identifier(const std::filesystem::path& dll_path, uint32_t* time_dat
IMAGE_NT_HEADERS nt_headers;
file.read(reinterpret_cast<char*>(&nt_headers), sizeof(nt_headers));
if (nt_headers.Signature != IMAGE_NT_SIGNATURE) {
log_warning("sigscan", "Invalid NT signature: {}", dll_path.string().c_str());
log_warning("sigscan", "Invalid NT signature: {}", dll_path);
return false;
}