Files
spice2x.github.io/src/spice2x/cfg/analog.h
T
bicarus 96950b6b4e rawinput: reimplement analog relative mode and delay (#674)
## Link to GitHub Issue or related Pull Request, if one exists
#181 

## Description of change
Implement analog relative mode and delay option using a new
millisecond-based algorithm.

## Testing
WIP
2026-05-04 22:50:11 -07:00

246 lines
6.0 KiB
C++

#pragma once
#include <cstdint>
#include <array>
#include <string>
#include <cmath>
#include <queue>
#define ANALOG_HISTORY_CNT 10
#define M_TAU (2 * M_PI)
#define M_1_TAU (0.5 * M_1_PI)
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;
float cosine;
};
struct AnalogDelayEntry {
double time_in_ms;
float value;
};
class Analog {
private:
std::string name;
std::string device_identifier = "";
unsigned short index = USHRT_MAX;
float sensitivity = 1.f;
float deadzone = 0.f;
bool deadzone_mirror = false;
bool invert = false;
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 = {};
int vector_history_index = 0;
float smoothed_last_state = 0.f;
// angular scaling for sensitivity
float previous_raw_rads = 0.f;
float adjusted_rads = 0.f;
// multiplier/divisor
int multiplier = 1;
float divisor_previous_value = 0.5f;
unsigned short divisor_region = 0;
// relative input mode
float rel_mode_absolute_value = 0.5f;
float rel_mode_last_read_time_s = 0.f;
bool relative_mode = false;
// delay
uint32_t delay_ms = 0;
std::queue<AnalogDelayEntry> delayed_inputs;
float calculateAngularDifference(float old_rads, float new_rads);
float normalizeAngle(float rads);
float normalizeAnalogValue(float value);
public:
// overrides
bool override_enabled = false;
float override_state = 0.5f;
explicit Analog(std::string name) : name(std::move(name)) {
};
explicit Analog(std::string name, GameAPI::Analogs::AnalogType type) : name(std::move(name)), type(type) {
};
std::string getDisplayString(rawinput::RawInputManager* manager);
float getSmoothedValue(float raw_rads);
float applyAngularSensitivity(float raw_rads);
float applyMultiplier(float raw_value);
float applyDeadzone(float raw_value);
float getRelativeModeValue(float raw_value);
float getDelayedValue(float raw_value);
inline bool isSet() {
if (this->override_enabled) {
return true;
}
return this->index != 0xFF;
}
inline void resetValues() {
setSensitivity(1.f);
setDeadzone(0.f);
invert = false;
smoothing = false;
deadzone_mirror = false;
setMultiplier(1);
setRelativeMode(false);
setLastState(0.5f);
setDelayMs(0);
}
inline void clearBindings() {
device_identifier = "";
index = 0xFF;
resetValues();
}
inline const std::string &getName() const {
return this->name;
}
inline const std::string &getDeviceIdentifier() const {
return this->device_identifier;
}
inline void setDeviceIdentifier(std::string device_identifier) {
this->device_identifier = std::move(device_identifier);
}
inline unsigned short getIndex() const {
return this->index;
}
inline void setIndex(unsigned short index) {
this->index = index;
}
inline float getSensitivity() const {
return this->sensitivity;
}
inline float getDeadzone() const {
return this->deadzone;
}
inline void setSensitivity(float sensitivity) {
this->sensitivity = sensitivity;
this->sensitivity_set = (sensitivity < 0.99f || 1.01f < sensitivity);
}
inline void setDeadzone(float deadzone) {
this->deadzone = std::max(-1.f, std::min(1.f, deadzone));
this->deadzone_set = fabsf(deadzone) > 0.01f;
}
inline bool isSensitivitySet() {
return this->sensitivity_set;
}
inline bool isDeadzoneSet() {
return this->deadzone_set;
}
inline bool getDeadzoneMirror() const {
return this->deadzone_mirror;
}
inline void setDeadzoneMirror(bool deadzone_mirror) {
this->deadzone_mirror = deadzone_mirror;
}
inline bool getInvert() const {
return this->invert;
}
inline void setInvert(bool invert) {
this->invert = invert;
}
inline bool getSmoothing() const {
return this->smoothing;
}
inline void setSmoothing(bool smoothing) {
this->smoothing = smoothing;
}
inline int getMultiplier() const {
return this->multiplier;
}
inline void setMultiplier(int multiplier) {
this->multiplier = multiplier;
this->divisor_region = 0;
this->divisor_previous_value = 0.5f;
}
inline float getLastState() const {
return this->last_state;
}
inline void setLastState(float last_state) {
this->last_state = last_state;
}
inline bool isRelativeMode() const {
return this->relative_mode;
}
inline void setRelativeMode(bool relative_mode) {
if (relative_mode) {
this->smoothing = false;
}
this->relative_mode = relative_mode;
this->rel_mode_absolute_value = 0.5f;
this->rel_mode_last_read_time_s = 0.f;
}
inline GameAPI::Analogs::AnalogType getType() const {
return this->type;
}
inline void setType(GameAPI::Analogs::AnalogType type) {
this->type = type;
}
inline uint32_t getDelayMs() const {
return this->delay_ms;
}
inline void setDelayMs(uint32_t delay_ms) {
this->delay_ms = delay_ms;
}
};