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## 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
366 lines
13 KiB
C++
366 lines
13 KiB
C++
#include "analog.h"
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#include <numeric>
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#include <math.h>
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#include "rawinput/rawinput.h"
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#include "util/logging.h"
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#include "util/time.h"
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#include "util/utils.h"
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std::string Analog::getDisplayString(rawinput::RawInputManager *manager) {
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// device must be existing
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if (this->device_identifier.empty()) {
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return "";
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}
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// get index string
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auto index = this->getIndex();
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std::string indexString = fmt::format("{:#x}", index);
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// get device
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auto device = manager->devices_get(this->device_identifier);
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if (!device) {
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return "Device missing (" + indexString + ")";
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}
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// return string based on device type
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switch (device->type) {
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case rawinput::MOUSE: {
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const char *name;
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switch (index) {
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case rawinput::MOUSEPOS_X:
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name = "X";
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break;
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case rawinput::MOUSEPOS_Y:
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name = "Y";
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break;
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case rawinput::MOUSEPOS_WHEEL:
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name = "Scroll Wheel";
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break;
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default:
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name = "?";
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break;
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}
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return fmt::format("{} ({})", name, device->desc);
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}
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case rawinput::HID: {
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auto hid = device->hidInfo;
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if (index < hid->value_caps_names.size()) {
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return hid->value_caps_names[index] + " (" + device->desc + ")";
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}
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return "Invalid Axis (" + indexString + ")";
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}
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case rawinput::MIDI: {
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auto midi = device->midiInfo;
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// update strings in button.cpp as well
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if (index < midi->controls_precision.size()) {
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const int channel = (index / 32) + 1;
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const int cc_index = (index % 32);
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return fmt::format("MIDI Prec Ctrl Ch.{} CC#{} ({})", channel, cc_index, device->desc);
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} else if (index < midi->controls_precision.size() + midi->controls_single.size()) {
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const int index_rel = index - midi->controls_precision.size();
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const int channel = (index_rel / 44) + 1;
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int cc_index = (index_rel % 44);
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if (cc_index < 26) {
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cc_index += 0x46; // single byte range
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} else {
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cc_index = cc_index - 26 + 0x66; // undefined single byte range
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}
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return fmt::format("MIDI Ctrl Ch.{} CC#{} ({})", channel, cc_index, device->desc);
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} else if (index < midi->controls_precision.size() + midi->controls_single.size()
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+ midi->controls_onoff.size())
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{
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const int index_rel = index - midi->controls_precision.size() - midi->controls_single.size();
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const int channel = (index_rel / 6) + 1;
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const int cc_index = (index_rel % 6) + 0x40;
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return fmt::format("MIDI OnOff Ch.{} CC#{} ({})", channel, cc_index, device->desc);
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} else if (index <
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midi->controls_precision.size() + midi->controls_single.size() + midi->controls_onoff.size() + midi->pitch_bend.size())
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{
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const int index_rel =
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index -
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midi->controls_precision.size() -
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midi->controls_single.size() -
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midi->controls_onoff.size();
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return fmt::format("MIDI Pitch Ch.{} ({})", index_rel + 1, device->desc);
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} else {
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return "MIDI Unknown Index " + indexString + " (" + device->desc + ")";
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}
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}
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case rawinput::XINPUT_GAMEPAD:
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return fmt::format("{} ({})",
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xinput::get_analog_string(static_cast<xinput::XInputAnalogEnum>(index)),
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device->desc);
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case rawinput::DESTROYED:
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return "Device unplugged (" + indexString + ")";
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default:
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return "Unknown Axis (" + indexString + ")";
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}
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}
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float Analog::getSmoothedValue(float raw_rads) {
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auto now = get_performance_milliseconds();
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// prevent extremely frequent polling
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if ((now - vector_history.at(vector_history_index).time_in_ms) < 0.9) {
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return smoothed_last_state;
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}
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// calculate derived values for the newly-read analog value
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vector_history_index = (vector_history_index + 1) % vector_history.size();
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auto ¤t = vector_history.at(vector_history_index);
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current.time_in_ms = now;
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current.sine = sin(raw_rads);
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current.cosine = cos(raw_rads);
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// calculated the weighted sum of sines and cosines
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auto sines = 0.f;
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auto cosines = 0.f;
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for (auto &vector : vector_history) {
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auto time_diff = now - vector.time_in_ms;
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// time from QPC should never roll backwards, but just in case
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if (time_diff < 0.f) {
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time_diff = 0.f;
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}
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// the weight falls of linearly; value from 24ms ago counts as half, 48ms ago counts as 0
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double weight = (-time_diff / 48.f) + 1.f;
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if (weight > 0.f) {
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sines += weight * vector.sine;
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cosines += weight * vector.cosine;
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}
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}
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// add a tiny bit so that cosine is never 0.0f when fed to atan2
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if (cosines == 0.f) {
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cosines = std::nextafter(0.f, 1.f);
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}
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// average for angles:
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// arctan[(sum of sines of all angles) / (sum of cosines of all angles)]
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// atan2 will give [-pi, +pi], so normalize to make [0, 2pi]
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smoothed_last_state = normalizeAngle(atan2(sines, cosines));
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return smoothed_last_state;
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}
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float Analog::calculateAngularDifference(float old_rads, float new_rads) {
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float delta = new_rads - old_rads;
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// assumes value doesn't change more than PI (180 deg) compared to last poll
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if (std::abs(delta) < M_PI) {
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return delta;
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} else {
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// use the coterminal angle instead
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if (delta < 0.f) {
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return M_TAU + delta;
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} else {
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return -(M_TAU - delta);
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}
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}
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}
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float Analog::applyAngularSensitivity(float raw_rads) {
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float delta = calculateAngularDifference(previous_raw_rads, raw_rads);
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previous_raw_rads = raw_rads;
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adjusted_rads = normalizeAngle(adjusted_rads + (delta * sensitivity));
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return adjusted_rads;
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}
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float Analog::normalizeAngle(float rads) {
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// normalizes radian value into [0, 2pi] range.
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// for small angles, this is MUCH faster than fmodf.
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float angle = rads;
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while (angle > M_TAU) {
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angle -= M_TAU;
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}
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while (angle < 0.f) {
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angle += M_TAU;
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}
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return angle;
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}
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float Analog::applyMultiplier(float value) {
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if (1 < this->multiplier) {
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// multiplier - just multiply the value and take the decimal part
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return normalizeAnalogValue(value * this->multiplier);
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} else if (this->multiplier < -1) {
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const unsigned short number_of_divisions = -this->multiplier;
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// divisor - need to take care of over/underflow
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if (0.75f < this->divisor_previous_value && value < 0.25f) {
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this->divisor_region = (this->divisor_region + 1) % number_of_divisions;
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} else if (this->divisor_previous_value < 0.25f && 0.75f < value) {
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if (1 <= this->divisor_region) {
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this->divisor_region -= 1;
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} else {
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this->divisor_region = number_of_divisions - 1;
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}
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}
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this->divisor_previous_value = value;
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return ((float)this->divisor_region + value) / (float)number_of_divisions;
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} else {
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// multiplier in [-1, 1] range is just treated as 1
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return value;
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}
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}
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float Analog::normalizeAnalogValue(float value) {
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if (getType() == GameAPI::Analogs::AnalogType::Circular) {
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// effectively the same as fmodf(value, 1.f)
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// for small values, this is MUCH faster than fmodf.
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float new_value = value;
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while (new_value > 1.f) {
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new_value -= 1.f;
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}
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while (new_value < 0.f) {
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new_value += 1.f;
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}
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return new_value;
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} else {
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// clamp to [0, 1] range
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return std::clamp(value, 0.f, 1.f);
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}
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}
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float Analog::applyDeadzone(float raw_value) {
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float value = raw_value;
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auto deadzone = this->getDeadzone();
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// in the past, positive deadzone applied in the center, negative deadzone applied to 0
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// after each analog value received a type (circular/linear) this has been simpliifed to
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// positive values only since we can figure out where the rest value is
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// for back compat, treat negative value as positive
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if (deadzone < 0.f) {
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deadzone = -deadzone;
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}
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// relative mode assumes that user is using a stick, so center is neutral regardless of analog type
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if (getType() != GameAPI::Analogs::AnalogType::LinearPositive || isRelativeMode()) {
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// calculate values
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const auto delta = value - 0.5f;
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const auto dtlen = 1.f - deadzone;
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// check mirror
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if (this->getDeadzoneMirror()) {
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// deadzone on the edges
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if (dtlen != 0.f) {
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value = std::max(0.f, std::min(1.f, 0.5f + (delta / dtlen)));
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} else {
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value = 0.5f;
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}
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} else {
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// deadzone around the middle
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const auto limit = deadzone * 0.5f;
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if (dtlen != 0.f) {
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if (delta > limit) {
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value = std::min(1.f, 0.5f + std::max(0.f, (delta - limit) / dtlen));
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} else if (delta < -limit) {
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value = std::max(0.f, 0.5f + std::min(0.f, (delta + limit) / dtlen));
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} else {
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value = 0.5f;
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}
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} else {
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value = 0.5f;
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}
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}
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} else {
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// invert for mirror
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if (this->getDeadzoneMirror()) {
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value = 1.f - value;
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}
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// deadzone from minimum value
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if (deadzone < 1.f && deadzone < value) {
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value = std::max(0.f, (value - deadzone) / (1.f - deadzone));
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} else {
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value = 0.f;
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}
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// revert value for mirror
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if (this->getDeadzoneMirror()) {
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value = 1.f - value;
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}
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}
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return value;
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}
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float Analog::getRelativeModeValue(float raw_value) {
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const auto now = get_performance_seconds();
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auto delta_time = now - this->rel_mode_last_read_time_s;
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if (this->rel_mode_last_read_time_s != 0.f) {
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// some heuristics to prevent huge jumps:
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// * if we went for more than 250ms without polls, discard it (e.g., during loading screens)
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// * cap the delta at 100ms to prevent huge jumps in case of very infrequent polling
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if (delta_time < 0.f || 0.25f < delta_time) {
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delta_time = 0.f;
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} else if (delta_time > 0.1f) {
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delta_time = 0.1f;
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}
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// scale [0, 1] to [-1, 1] to simplify calculations
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const auto delta_raw_value = (raw_value - 0.5f) * 2.f;
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// target is one revolution per second at max speed at 1.0 sensitivity
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auto adjusted_delta_value = delta_raw_value * delta_time;
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// multiplier / divisor
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if (this->getMultiplier() > 1) {
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adjusted_delta_value *= this->getMultiplier();
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} else if (this->getMultiplier() < -1) {
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adjusted_delta_value /= -this->getMultiplier();
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}
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// sensitivity
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if (this->isSensitivitySet()) {
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adjusted_delta_value *= this->getSensitivity();
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}
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// calculate the new absolute value
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this->rel_mode_absolute_value += adjusted_delta_value;
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}
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// update for next poll
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this->rel_mode_last_read_time_s = now;
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this->rel_mode_absolute_value = normalizeAnalogValue(this->rel_mode_absolute_value);
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return this->rel_mode_absolute_value;
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}
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float Analog::getDelayedValue(float raw_value) {
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const double delay_ms = static_cast<double>(this->getDelayMs());
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if (delay_ms == 0.0) {
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return raw_value;
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}
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// always push a new value
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const auto now = get_performance_milliseconds();
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this->delayed_inputs.emplace(now, raw_value);
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// drain the queue down to reasonable length to prevent unconstrained growth
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// this would accommodate 1 second at ~1000Hz which is overkill
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// (UI only allows for 250ms of delay)
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while (this->delayed_inputs.size() > 1024) {
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this->delayed_inputs.pop();
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}
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// pop until we find the oldest value still inside the delay window
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while (this->delayed_inputs.size() > 1) {
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const auto delta_t = now - this->delayed_inputs.front().time_in_ms;
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if (delta_t <= delay_ms) {
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break;
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}
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this->delayed_inputs.pop();
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}
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return this->delayed_inputs.front().value;
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}
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