InputCommon: Improve input detection to produce buton combinations.

This commit is contained in:
Jordan Woyak
2020-02-12 16:49:17 -06:00
parent d8ad8c3861
commit 48b76ff90f
4 changed files with 215 additions and 65 deletions

View File

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