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Mouse input: Approximate the old smoothing function
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@ -34,6 +34,8 @@ void GenerateDPadEvent(int digitalX, int digitalY);
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void GenerateActionButtonEvent(int digitalX, int digitalY);
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void GenerateTriggerButtonEvent(int digitalX, int digitalY);
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}
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// deadzone is normalized - 0 to 1
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// sensitivity controls how fast the deadzone reaches max value
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inline float ApplyDeadzoneAxis(float x, float deadzone) {
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@ -51,32 +53,35 @@ inline float ApplyDeadzoneAxis(float x, float deadzone) {
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}
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}
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inline void ApplyDeadzoneXY(float tiltX, float tiltY, float *adjustedTiltX, float *adjustedTiltY, float deadzone, bool circular) {
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inline void ApplyDeadzoneXY(float x, float y, float *adjustedX, float *adjustedY, float deadzone, bool circular) {
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if (circular) {
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if (tiltX == 0.0f && tiltY == 0.0f) {
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*adjustedTiltX = 0.0f;
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*adjustedTiltY = 0.0f;
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if (x == 0.0f && y == 0.0f) {
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*adjustedX = 0.0f;
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*adjustedY = 0.0f;
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return;
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}
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float magnitude = sqrtf(tiltX * tiltX + tiltY * tiltY);
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float magnitude = sqrtf(x * x + y * y);
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if (magnitude <= deadzone + 0.00001f) {
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*adjustedTiltX = 0.0f;
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*adjustedTiltY = 0.0f;
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*adjustedX = 0.0f;
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*adjustedY = 0.0f;
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return;
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}
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float factor = 1.0f / (1.0f - deadzone);
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float newMagnitude = (magnitude - deadzone) * factor;
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*adjustedTiltX = (tiltX / magnitude) * newMagnitude;
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*adjustedTiltY = (tiltY / magnitude) * newMagnitude;
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*adjustedX = (x / magnitude) * newMagnitude;
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*adjustedY = (y / magnitude) * newMagnitude;
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} else {
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*adjustedTiltX = ApplyDeadzoneAxis(tiltX, deadzone);
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*adjustedTiltY = ApplyDeadzoneAxis(tiltY, deadzone);
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*adjustedX = ApplyDeadzoneAxis(x, deadzone);
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*adjustedY = ApplyDeadzoneAxis(y, deadzone);
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}
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}
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namespace TiltEventProcessor {
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// Also clamps to -1.0..1.0.
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// This applies a (circular if desired) inverse deadzone.
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inline void ApplyInverseDeadzone(float x, float y, float *outX, float *outY, float inverseDeadzone, bool circular) {
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@ -310,39 +315,64 @@ namespace MouseEventProcessor {
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// But, the cost isn't high.
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std::mutex g_mouseMutex;
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float g_mouseDeltaX = 0;
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float g_mouseDeltaY = 0;
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float g_mouseDeltaXAccum = 0;
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float g_mouseDeltaYAccum = 0;
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void ProcessDelta(float dx, float dy) {
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std::unique_lock<std::mutex> lock(g_mouseMutex);
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// Accumulate mouse deltas, for some kind of smoothing.
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g_mouseDeltaX += dx;
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g_mouseDeltaY += dy;
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}
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float g_mouseDeltaX;
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float g_mouseDeltaY;
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void MouseDeltaToAxes(double now, float *mx, float *my) {
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std::unique_lock<std::mutex> lock(g_mouseMutex);
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void DecayMouse(double now) {
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g_mouseDeltaX = g_mouseDeltaXAccum;
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g_mouseDeltaY = g_mouseDeltaYAccum;
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const float decay = g_Config.fMouseSmoothing;
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static double lastTime = 0.0f;
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if (lastTime == 0.0) {
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lastTime = now;
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*mx = 0.0f;
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*my = 0.0f;
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return;
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}
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double dt = now - lastTime;
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lastTime = now;
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// Decay the mouse deltas. We do an approximation of the old polling.
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// Should be able to use a smooth exponential here, when I get around to doing
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// the math.
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static double accumDt = 0.0;
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accumDt += dt;
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const double oldPollInterval = 1.0 / 250.0; // See Windows "PollControllers".
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while (accumDt > oldPollInterval) {
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accumDt -= oldPollInterval;
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g_mouseDeltaXAccum *= decay;
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g_mouseDeltaYAccum *= decay;
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}
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}
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void ProcessDelta(double now, float dx, float dy) {
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std::unique_lock<std::mutex> lock(g_mouseMutex);
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// Accumulate mouse deltas, for some kind of smoothing.
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g_mouseDeltaXAccum += dx;
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g_mouseDeltaYAccum += dy;
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DecayMouse(now);
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}
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void MouseDeltaToAxes(double now, float *mx, float *my) {
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std::unique_lock<std::mutex> lock(g_mouseMutex);
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float scaleFactor_x = g_display.dpi_scale_x * 0.1 * g_Config.fMouseSensitivity;
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float scaleFactor_y = g_display.dpi_scale_y * 0.1 * g_Config.fMouseSensitivity;
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*mx = clamp_value(g_mouseDeltaX * scaleFactor_x, -1.0f, 1.0f);
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*my = clamp_value(g_mouseDeltaY * scaleFactor_y, -1.0f, 1.0f);
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DecayMouse(now);
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// Decay the mouse deltas. This is where we should use dt.
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float decay = expf(-dt * 50.0f * (1.0f - g_Config.fMouseSmoothing));
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g_mouseDeltaX *= decay;
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g_mouseDeltaY *= decay;
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// TODO: Make configurable.
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float mouseDeadZone = 0.1f;
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float outX = clamp_value(g_mouseDeltaX * scaleFactor_x, -1.0f, 1.0f);
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float outY = clamp_value(g_mouseDeltaY * scaleFactor_y, -1.0f, 1.0f);
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ApplyDeadzoneXY(outX, outY, mx, my, mouseDeadZone, true);
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}
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} // namespace
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@ -19,7 +19,7 @@ extern float rawTiltAnalogY;
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namespace MouseEventProcessor {
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void ProcessDelta(float dx, float dy);
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void ProcessDelta(double now, float dx, float dy);
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void MouseDeltaToAxes(double now, float *mx, float *my);
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} // namespace
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@ -1329,7 +1329,7 @@ void NativeMouseDelta(float dx, float dy) {
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if (!g_Config.bMouseControl)
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return;
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MouseEventProcessor::ProcessDelta(dx, dy);
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MouseEventProcessor::ProcessDelta(time_now_d(), dx, dy);
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}
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// Called from NativeFrame.
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@ -77,7 +77,7 @@ void WindowsInputManager::Init() {
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}
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void WindowsInputManager::PollControllers() {
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static const int CHECK_FREQUENCY = 71;
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static const int CHECK_FREQUENCY = 71; // Just an arbitrary prime to try to not collide with other periodic checks.
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if (checkCounter_++ > CHECK_FREQUENCY) {
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#ifndef _M_ARM
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size_t newCount = DinputDevice::getNumPads();
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