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itgmania212121/stepmania/src/InputFilter.cpp
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#include "global.h"
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#include "InputFilter.h"
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#include "RageLog.h"
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#include "RageInput.h"
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#include "RageUtil.h"
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#include "RageThreads.h"
#include "Preference.h"
#include "Foreach.h"
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#include <set>
namespace
{
/* Maintain a set of all interesting buttons: buttons which are being held
* down, or which were held down and need a RELEASE event. We use this to
* optimize InputFilter::Update, so we don't have to process every button
* we know about when most of them aren't in use. This set is protected
* by queuemutex. */
typedef pair<InputDevice,DeviceButton> Button;
set<Button> g_ButtonsToProcess;
void ActivateButton( const DeviceInput &di )
{
g_ButtonsToProcess.insert( make_pair(di.device, di.button) );
}
}
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/*
* Some input devices require debouncing. Do this on both press and release. After
* reporting a change in state, don't report another for the debounce period. If a
* button is reported pressed, report it. If the button is immediately reported
* released, wait a period before reporting it; if the button is repressed during
* that time, the release is never reported.
*
* The detail is important: if a button is pressed for 1ms and released, we must
* always report it, even if the debounce period is 10ms, since it might be a coin
* counter with a very short signal. The only time we discard events is if a button
* is pressed, released and then pressed again quickly.
*
* This delay in events is ordinarily not noticable, because the we report initial
* presses and releases immediately. However, if a real press is ever delayed,
* this won't cause timing problems, because the event timestamp is preserved.
*/
static Preference<float> g_fInputDebounceTime( "InputDebounceTime", 0 );
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InputFilter* INPUTFILTER = NULL; // global and accessable from anywhere in our program
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static const float TIME_BEFORE_SLOW_REPEATS = 0.375f;
static const float TIME_BEFORE_FAST_REPEATS = 1.5f;
static const float REPEATS_PER_SEC = 8;
static float g_fTimeBeforeSlow, g_fTimeBeforeFast, g_fTimeBetweenRepeats;
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InputFilter::InputFilter()
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{
queuemutex = new RageMutex("InputFilter");
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Reset();
ResetRepeatRate();
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}
InputFilter::~InputFilter()
{
delete queuemutex;
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}
void InputFilter::Reset()
{
for( int i=0; i<NUM_INPUT_DEVICES; i++ )
ResetDevice( InputDevice(i) );
}
void InputFilter::SetRepeatRate( float fSlowDelay, float fFastDelay, float fRepeatRate )
{
g_fTimeBeforeSlow = fSlowDelay;
g_fTimeBeforeFast = fFastDelay;
g_fTimeBetweenRepeats = 1/fRepeatRate;
}
void InputFilter::ResetRepeatRate()
{
SetRepeatRate( TIME_BEFORE_SLOW_REPEATS, TIME_BEFORE_FAST_REPEATS, REPEATS_PER_SEC );
}
InputFilter::ButtonState::ButtonState():
m_BeingHeldTime(RageZeroTimer),
m_LastReportTime(RageZeroTimer)
{
m_BeingHeld = false;
m_bLastReportedHeld = false;
m_fSecsHeld = m_Level = m_LastLevel = 0;
}
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void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
{
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LockMut(*queuemutex);
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if( di.ts.IsZero() )
LOG->Warn( "InputFilter::ButtonPressed: zero timestamp is invalid" );
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if( di.device >= NUM_INPUT_DEVICES )
{
LOG->Warn( "Invalid device %i,%i", di.device, NUM_INPUT_DEVICES );
return;
}
if( di.button >= GetNumDeviceButtons(di.device) )
{
LOG->Warn( "Invalid button %i,%i", di.button, GetNumDeviceButtons(di.device) );
return;
}
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ButtonState &bs = m_ButtonState[di.device][di.button];
bs.m_Level = di.level;
if( bs.m_BeingHeld != Down )
{
/* Flush any delayed input, like Update() (in case Update() isn't being called). */
RageTimer now;
CheckButtonChange( bs, di, now );
bs.m_BeingHeld = Down;
bs.m_BeingHeldTime = di.ts;
/* Try to report presses immediately. */
CheckButtonChange( bs, di, now );
}
ActivateButton( di );
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}
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void InputFilter::SetButtonComment( const DeviceInput &di, const CString &sComment )
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{
LockMut(*queuemutex);
ButtonState &bs = m_ButtonState[di.device][di.button];
bs.m_sComment = sComment;
}
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/* Release all buttons on the given device. */
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void InputFilter::ResetDevice( InputDevice device )
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{
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RageTimer now;
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for( int button = 0; button < GetNumDeviceButtons(device); ++button )
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ButtonPressed( DeviceInput(device, button, -1, now), false );
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}
/* Check for reportable presses. */
void InputFilter::CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now )
{
if( bs.m_BeingHeld == bs.m_bLastReportedHeld )
return;
/* If the last IET_FIRST_PRESS or IET_RELEASE event was sent too recently,
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* wait a while before sending it. */
if( now - bs.m_LastReportTime < g_fInputDebounceTime )
return;
bs.m_LastReportTime = now;
bs.m_bLastReportedHeld = bs.m_BeingHeld;
bs.m_fSecsHeld = 0;
di.ts = bs.m_BeingHeldTime;
queue.push_back( InputEvent(di,bs.m_bLastReportedHeld? IET_FIRST_PRESS:IET_RELEASE) );
}
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void InputFilter::Update( float fDeltaTime )
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{
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RageTimer now;
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INPUTMAN->Update();
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/* Make sure that nothing gets inserted while we do this, to prevent
* things like "key pressed, key release, key repeat". */
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LockMut(*queuemutex);
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DeviceInput di( (InputDevice)0,0,1.0f,now);
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set<Button> Buttons( g_ButtonsToProcess );
FOREACHS( Button, Buttons, b )
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{
di.device = b->first;
di.button = b->second;
ButtonState &bs = m_ButtonState[di.device][di.button];
di.level = bs.m_Level;
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/* Generate IET_FIRST_PRESS and IET_RELEASE events that were delayed. */
CheckButtonChange( bs, di, now );
/* Generate IET_LEVEL_CHANGED events. */
if( bs.m_LastLevel != bs.m_Level && bs.m_Level != -1 )
{
queue.push_back( InputEvent(di,IET_LEVEL_CHANGED) );
bs.m_LastLevel = bs.m_Level;
}
/* Generate IET_FAST_REPEAT and IET_SLOW_REPEAT events. */
if( !bs.m_bLastReportedHeld )
{
g_ButtonsToProcess.erase( make_pair(di.device, di.button) );
continue;
}
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const float fOldHoldTime = bs.m_fSecsHeld;
bs.m_fSecsHeld += fDeltaTime;
const float fNewHoldTime = bs.m_fSecsHeld;
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float fTimeBeforeRepeats;
InputEventType iet;
if( fNewHoldTime > g_fTimeBeforeSlow )
{
if( fNewHoldTime > g_fTimeBeforeFast )
{
fTimeBeforeRepeats = g_fTimeBeforeFast;
iet = IET_FAST_REPEAT;
}
else
{
fTimeBeforeRepeats = g_fTimeBeforeSlow;
iet = IET_SLOW_REPEAT;
}
float fRepeatTime;
if( fOldHoldTime < fTimeBeforeRepeats )
{
fRepeatTime = fTimeBeforeRepeats;
}
else
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{
float fAdjustedOldHoldTime = fOldHoldTime - fTimeBeforeRepeats;
float fAdjustedNewHoldTime = fNewHoldTime - fTimeBeforeRepeats;
if( int(fAdjustedOldHoldTime/g_fTimeBetweenRepeats) == int(fAdjustedNewHoldTime/g_fTimeBetweenRepeats) )
continue;
fRepeatTime = ftruncf( fNewHoldTime, g_fTimeBetweenRepeats );
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}
/* Set the timestamp to the exact time of the repeat. This way,
* as long as tab/` aren't being used, the timestamp will always
* increase steadily during repeats. */
di.ts = bs.m_BeingHeldTime + fRepeatTime;
queue.push_back( InputEvent(di,iet) );
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}
}
}
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bool InputFilter::IsBeingPressed( const DeviceInput &di )
{
return m_ButtonState[di.device][di.button].m_bLastReportedHeld;
}
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float InputFilter::GetSecsHeld( const DeviceInput &di )
{
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return m_ButtonState[di.device][di.button].m_fSecsHeld;
}
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CString InputFilter::GetButtonComment( const DeviceInput &di ) const
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{
LockMut(*queuemutex);
return m_ButtonState[di.device][di.button].m_sComment;
}
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void InputFilter::ResetKeyRepeat( const DeviceInput &di )
{
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m_ButtonState[di.device][di.button].m_fSecsHeld = 0;
}
void InputFilter::GetInputEvents( InputEventArray &array )
{
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LockMut(*queuemutex);
array = queue;
queue.clear();
}
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/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/