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https://github.com/dolphin-emu/dolphin.git
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InputCommon: Improve input detection to produce buton combinations.
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@ -13,6 +13,7 @@
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#include <fmt/format.h>
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#include "Common/MathUtil.h"
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#include "Common/Thread.h"
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namespace ciface::Core
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@ -301,19 +302,54 @@ bool DeviceContainer::HasConnectedDevice(const DeviceQualifier& qualifier) const
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return device != nullptr && device->IsValid();
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}
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// Wait for input on a particular device.
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// Inputs are considered if they are first seen in a neutral state.
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// Wait for inputs on supplied devices.
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// Inputs are only considered if they are first seen in a neutral state.
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// This is useful for crazy flightsticks that have certain buttons that are always held down
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// and also properly handles detection when using "FullAnalogSurface" inputs.
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// Detects multiple inputs if they are pressed before others are released.
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// Upon input, return the detected Device and Input pairs, else return an empty container
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std::vector<std::pair<std::shared_ptr<Device>, Device::Input*>>
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DeviceContainer::DetectInput(u32 wait_ms, const std::vector<std::string>& device_strings) const
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// Multiple detections are returned until the various timeouts have been reached.
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auto DeviceContainer::DetectInput(const std::vector<std::string>& device_strings,
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std::chrono::milliseconds initial_wait,
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std::chrono::milliseconds confirmation_wait,
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std::chrono::milliseconds maximum_wait) const
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-> std::vector<InputDetection>
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{
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struct InputState
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{
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InputState(ciface::Core::Device::Input* input_) : input{input_} { stats.Push(0.0); }
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ciface::Core::Device::Input* input;
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ControlState initial_state;
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ControlState initial_state = input->GetState();
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ControlState last_state = initial_state;
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MathUtil::RunningVariance<ControlState> stats;
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// Prevent multiiple detections until after release.
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bool is_ready = true;
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void Update()
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{
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const auto new_state = input->GetState();
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if (!is_ready && new_state < (1 - INPUT_DETECT_THRESHOLD))
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{
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last_state = new_state;
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is_ready = true;
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stats.Clear();
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}
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const auto difference = new_state - last_state;
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stats.Push(difference);
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last_state = new_state;
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}
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bool IsPressed()
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{
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if (!is_ready)
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return false;
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// We want an input that was initially 0.0 and currently 1.0.
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const auto detection_score = (last_state - std::abs(initial_state));
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return detection_score > INPUT_DETECT_THRESHOLD;
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}
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};
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struct DeviceState
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@ -338,13 +374,13 @@ DeviceContainer::DetectInput(u32 wait_ms, const std::vector<std::string>& device
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for (auto* input : device->Inputs())
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{
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// Don't detect things like absolute cursor position.
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// Don't detect things like absolute cursor positions, accelerometers, or gyroscopes.
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if (!input->IsDetectable())
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continue;
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// Undesirable axes will have negative values here when trying to map a
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// "FullAnalogSurface".
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input_states.push_back({input, input->GetState()});
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input_states.push_back(InputState{input});
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}
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if (!input_states.empty())
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@ -354,44 +390,59 @@ DeviceContainer::DetectInput(u32 wait_ms, const std::vector<std::string>& device
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if (device_states.empty())
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return {};
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std::vector<std::pair<std::shared_ptr<Device>, Device::Input*>> detections;
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std::vector<InputDetection> detections;
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u32 time = 0;
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while (time < wait_ms)
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const auto start_time = Clock::now();
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while (true)
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{
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const auto now = Clock::now();
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const auto elapsed_time = now - start_time;
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if (elapsed_time >= maximum_wait || (detections.empty() && elapsed_time >= initial_wait) ||
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(!detections.empty() && detections.back().release_time.has_value() &&
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now >= *detections.back().release_time + confirmation_wait))
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{
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break;
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}
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Common::SleepCurrentThread(10);
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time += 10;
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for (auto& device_state : device_states)
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{
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for (std::size_t i = 0; i != device_state.input_states.size(); ++i)
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{
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auto& input_state = device_state.input_states[i];
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input_state.Update();
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// We want an input that was initially 0.0 and currently 1.0.
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const auto detection_score =
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(input_state.input->GetState() - std::abs(input_state.initial_state));
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if (detection_score > INPUT_DETECT_THRESHOLD)
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if (input_state.IsPressed())
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{
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// We found an input. Add it to our detections.
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detections.emplace_back(device_state.device, input_state.input);
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input_state.is_ready = false;
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// And remove from input_states to prevent more detections.
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device_state.input_states.erase(device_state.input_states.begin() + i--);
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// Digital presses will evaluate as 1 here.
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// Analog presses will evaluate greater than 1.
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const auto smoothness =
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1 / std::sqrt(input_state.stats.Variance() / input_state.stats.Mean());
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InputDetection new_detection;
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new_detection.device = device_state.device;
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new_detection.input = input_state.input;
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new_detection.press_time = Clock::now();
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new_detection.smoothness = smoothness;
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// We found an input. Add it to our detections.
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detections.emplace_back(std::move(new_detection));
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}
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}
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}
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for (auto& detection : detections)
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// Check for any releases of our detected inputs.
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for (auto& d : detections)
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{
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// If one of our detected inputs is released we are done.
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if (detection.second->GetState() < (1 - INPUT_DETECT_THRESHOLD))
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return detections;
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if (!d.release_time.has_value() && d.input->GetState() < (1 - INPUT_DETECT_THRESHOLD))
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d.release_time = Clock::now();
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}
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}
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// No input was detected. :'(
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return {};
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return detections;
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}
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} // namespace ciface::Core
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