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Android: Implement TLB optimization to prevent deadlocks and improve performance
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332
src/input_common/helpers/stick_from_buttons.cpp
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332
src/input_common/helpers/stick_from_buttons.cpp
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// SPDX-FileCopyrightText: 2017 Citra Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <chrono>
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#include <cmath>
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#include "common/math_util.h"
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#include "common/settings.h"
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#include "input_common/helpers/stick_from_buttons.h"
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namespace InputCommon {
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class Stick final : public Common::Input::InputDevice {
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public:
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// Some games such as EARTH DEFENSE FORCE: WORLD BROTHERS
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// do not play nicely with the theoretical maximum range.
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// Using a value one lower from the maximum emulates real stick behavior.
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static constexpr float MAX_RANGE = 32766.0f / 32767.0f;
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static constexpr float TAU = Common::PI * 2.0f;
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// Use wider angle to ease the transition.
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static constexpr float APERTURE = TAU * 0.15f;
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using Button = std::unique_ptr<Common::Input::InputDevice>;
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Stick(Button up_, Button down_, Button left_, Button right_, Button modifier_, Button updater_,
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float modifier_scale_, float modifier_angle_)
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: up(std::move(up_)), down(std::move(down_)), left(std::move(left_)),
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right(std::move(right_)), modifier(std::move(modifier_)), updater(std::move(updater_)),
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modifier_scale(modifier_scale_), modifier_angle(modifier_angle_) {
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up->SetCallback({
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.on_change =
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[this](const Common::Input::CallbackStatus& callback_) {
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UpdateUpButtonStatus(callback_);
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},
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});
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down->SetCallback({
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.on_change =
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[this](const Common::Input::CallbackStatus& callback_) {
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UpdateDownButtonStatus(callback_);
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},
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});
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left->SetCallback({
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.on_change =
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[this](const Common::Input::CallbackStatus& callback_) {
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UpdateLeftButtonStatus(callback_);
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},
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});
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right->SetCallback({
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.on_change =
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[this](const Common::Input::CallbackStatus& callback_) {
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UpdateRightButtonStatus(callback_);
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},
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});
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modifier->SetCallback({
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.on_change =
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[this](const Common::Input::CallbackStatus& callback_) {
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UpdateModButtonStatus(callback_);
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},
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});
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updater->SetCallback({
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.on_change = [this](const Common::Input::CallbackStatus& callback_) { SoftUpdate(); },
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});
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last_x_axis_value = 0.0f;
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last_y_axis_value = 0.0f;
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}
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bool IsAngleGreater(float old_angle, float new_angle) const {
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const float top_limit = new_angle + APERTURE;
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return (old_angle > new_angle && old_angle <= top_limit) ||
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(old_angle + TAU > new_angle && old_angle + TAU <= top_limit);
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}
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bool IsAngleSmaller(float old_angle, float new_angle) const {
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const float bottom_limit = new_angle - APERTURE;
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return (old_angle >= bottom_limit && old_angle < new_angle) ||
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(old_angle - TAU >= bottom_limit && old_angle - TAU < new_angle);
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}
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float GetAngle(std::chrono::time_point<std::chrono::steady_clock> now) const {
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float new_angle = angle;
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auto time_difference = static_cast<float>(
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std::chrono::duration_cast<std::chrono::milliseconds>(now - last_update).count());
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time_difference /= 1000.0f;
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if (time_difference > 0.5f) {
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time_difference = 0.5f;
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}
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if (IsAngleGreater(new_angle, goal_angle)) {
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new_angle -= modifier_angle * time_difference;
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if (new_angle < 0) {
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new_angle += TAU;
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}
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if (!IsAngleGreater(new_angle, goal_angle)) {
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return goal_angle;
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}
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} else if (IsAngleSmaller(new_angle, goal_angle)) {
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new_angle += modifier_angle * time_difference;
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if (new_angle >= TAU) {
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new_angle -= TAU;
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}
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if (!IsAngleSmaller(new_angle, goal_angle)) {
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return goal_angle;
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}
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} else {
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return goal_angle;
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}
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return new_angle;
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}
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void SetGoalAngle(bool r, bool l, bool u, bool d) {
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// Move to the right
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if (r && !u && !d) {
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goal_angle = 0.0f;
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}
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// Move to the upper right
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if (r && u && !d) {
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goal_angle = Common::PI * 0.25f;
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}
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// Move up
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if (u && !l && !r) {
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goal_angle = Common::PI * 0.5f;
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}
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// Move to the upper left
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if (l && u && !d) {
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goal_angle = Common::PI * 0.75f;
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}
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// Move to the left
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if (l && !u && !d) {
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goal_angle = Common::PI;
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}
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// Move to the bottom left
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if (l && !u && d) {
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goal_angle = Common::PI * 1.25f;
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}
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// Move down
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if (d && !l && !r) {
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goal_angle = Common::PI * 1.5f;
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}
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// Move to the bottom right
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if (r && !u && d) {
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goal_angle = Common::PI * 1.75f;
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}
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}
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void UpdateUpButtonStatus(const Common::Input::CallbackStatus& button_callback) {
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up_status = button_callback.button_status.value;
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UpdateStatus();
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}
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void UpdateDownButtonStatus(const Common::Input::CallbackStatus& button_callback) {
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down_status = button_callback.button_status.value;
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UpdateStatus();
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}
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void UpdateLeftButtonStatus(const Common::Input::CallbackStatus& button_callback) {
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left_status = button_callback.button_status.value;
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UpdateStatus();
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}
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void UpdateRightButtonStatus(const Common::Input::CallbackStatus& button_callback) {
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right_status = button_callback.button_status.value;
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UpdateStatus();
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}
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void UpdateModButtonStatus(const Common::Input::CallbackStatus& button_callback) {
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const auto& new_status = button_callback.button_status;
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const bool new_button_value = new_status.inverted ? !new_status.value : new_status.value;
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modifier_status.toggle = new_status.toggle;
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// Update button status with current
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if (!modifier_status.toggle) {
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modifier_status.locked = false;
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if (modifier_status.value != new_button_value) {
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modifier_status.value = new_button_value;
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}
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} else {
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// Toggle button and lock status
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if (new_button_value && !modifier_status.locked) {
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modifier_status.locked = true;
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modifier_status.value = !modifier_status.value;
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}
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// Unlock button ready for next press
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if (!new_button_value && modifier_status.locked) {
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modifier_status.locked = false;
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}
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}
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UpdateStatus();
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}
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void UpdateStatus() {
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bool r = right_status;
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bool l = left_status;
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bool u = up_status;
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bool d = down_status;
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// Eliminate contradictory movements
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if (r && l) {
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r = false;
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l = false;
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}
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if (u && d) {
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u = false;
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d = false;
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}
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// Move if a key is pressed
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if (r || l || u || d) {
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amplitude = modifier_status.value ? modifier_scale : MAX_RANGE;
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} else {
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amplitude = 0;
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}
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const auto now = std::chrono::steady_clock::now();
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const auto time_difference = static_cast<u64>(
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std::chrono::duration_cast<std::chrono::milliseconds>(now - last_update).count());
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if (time_difference < 10) {
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// Disable analog mode if inputs are too fast
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SetGoalAngle(r, l, u, d);
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angle = goal_angle;
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} else {
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angle = GetAngle(now);
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SetGoalAngle(r, l, u, d);
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}
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last_update = now;
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Common::Input::CallbackStatus status{
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.type = Common::Input::InputType::Stick,
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.stick_status = GetStatus(),
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};
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last_x_axis_value = status.stick_status.x.raw_value;
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last_y_axis_value = status.stick_status.y.raw_value;
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TriggerOnChange(status);
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}
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void ForceUpdate() override {
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up->ForceUpdate();
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down->ForceUpdate();
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left->ForceUpdate();
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right->ForceUpdate();
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modifier->ForceUpdate();
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}
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void SoftUpdate() {
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Common::Input::CallbackStatus status{
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.type = Common::Input::InputType::Stick,
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.stick_status = GetStatus(),
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};
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if (last_x_axis_value == status.stick_status.x.raw_value &&
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last_y_axis_value == status.stick_status.y.raw_value) {
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return;
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}
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last_x_axis_value = status.stick_status.x.raw_value;
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last_y_axis_value = status.stick_status.y.raw_value;
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TriggerOnChange(status);
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}
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Common::Input::StickStatus GetStatus() const {
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Common::Input::StickStatus status{};
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status.x.properties = properties;
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status.y.properties = properties;
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if (Settings::values.emulate_analog_keyboard) {
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const auto now = std::chrono::steady_clock::now();
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const float angle_ = GetAngle(now);
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status.x.raw_value = std::cos(angle_) * amplitude;
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status.y.raw_value = std::sin(angle_) * amplitude;
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return status;
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}
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status.x.raw_value = std::cos(goal_angle) * amplitude;
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status.y.raw_value = std::sin(goal_angle) * amplitude;
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return status;
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}
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private:
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static constexpr Common::Input::AnalogProperties properties{
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.deadzone = 0.0f,
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.range = 1.0f,
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.threshold = 0.5f,
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.offset = 0.0f,
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.inverted = false,
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.toggle = false,
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};
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Button up;
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Button down;
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Button left;
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Button right;
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Button modifier;
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Button updater;
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float modifier_scale{};
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float modifier_angle{};
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float angle{};
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float goal_angle{};
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float amplitude{};
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bool up_status{};
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bool down_status{};
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bool left_status{};
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bool right_status{};
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float last_x_axis_value{};
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float last_y_axis_value{};
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Common::Input::ButtonStatus modifier_status{};
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std::chrono::time_point<std::chrono::steady_clock> last_update;
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};
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std::unique_ptr<Common::Input::InputDevice> StickFromButton::Create(
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const Common::ParamPackage& params) {
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const std::string null_engine = Common::ParamPackage{{"engine", "null"}}.Serialize();
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auto up = Common::Input::CreateInputDeviceFromString(params.Get("up", null_engine));
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auto down = Common::Input::CreateInputDeviceFromString(params.Get("down", null_engine));
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auto left = Common::Input::CreateInputDeviceFromString(params.Get("left", null_engine));
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auto right = Common::Input::CreateInputDeviceFromString(params.Get("right", null_engine));
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auto modifier = Common::Input::CreateInputDeviceFromString(params.Get("modifier", null_engine));
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auto updater = Common::Input::CreateInputDeviceFromString("engine:updater,button:0");
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auto modifier_scale = params.Get("modifier_scale", 0.5f);
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auto modifier_angle = params.Get("modifier_angle", 5.5f);
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return std::make_unique<Stick>(std::move(up), std::move(down), std::move(left),
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std::move(right), std::move(modifier), std::move(updater),
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modifier_scale, modifier_angle);
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}
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} // namespace InputCommon
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