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Add Windows implementation.
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.gitignore

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build/
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*.dll
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*.so
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*.dylib
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*.user
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*.suo
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.vs/
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CMakeFiles/
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CMakeCache.txt
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cmake_install.cmake
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*.vcxproj
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*.vcxproj.filters
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*.sln

CMakeLists.txt

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cmake_minimum_required(VERSION 3.15)
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project(VpeNativeInput VERSION 1.0.0 LANGUAGES CXX)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Source files
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set(SOURCES
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src/NativeInput.h
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)
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# Platform-specific sources
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if(WIN32)
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list(APPEND SOURCES src/NativeInput_Windows.cpp)
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set(PLATFORM_LIBS winmm)
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else()
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list(APPEND SOURCES src/NativeInput_Stub.cpp)
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set(PLATFORM_LIBS)
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endif()
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# Create shared library
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add_library(VpeNativeInput SHARED ${SOURCES})
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# Link platform libraries
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target_link_libraries(VpeNativeInput PRIVATE ${PLATFORM_LIBS})
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# Set output directories based on platform
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if(WIN32)
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if(CMAKE_SIZEOF_VOID_P EQUAL 8)
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set(OUTPUT_DIR "${CMAKE_SOURCE_DIR}/../VisualPinball.Engine/VisualPinball.Unity/VisualPinball.Unity/Plugins/win-x64")
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else()
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set(OUTPUT_DIR "${CMAKE_SOURCE_DIR}/../VisualPinball.Engine/VisualPinball.Unity/VisualPinball.Unity/Plugins/win-x86")
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endif()
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elseif(APPLE)
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if(CMAKE_SYSTEM_PROCESSOR MATCHES "arm64")
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set(OUTPUT_DIR "${CMAKE_SOURCE_DIR}/../VisualPinball.Engine/VisualPinball.Unity/VisualPinball.Unity/Plugins/osx/arm64")
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else()
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set(OUTPUT_DIR "${CMAKE_SOURCE_DIR}/../VisualPinball.Engine/VisualPinball.Unity/VisualPinball.Unity/Plugins/osx/x64")
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endif()
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elseif(UNIX)
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set(OUTPUT_DIR "${CMAKE_SOURCE_DIR}/../VisualPinball.Engine/VisualPinball.Unity/VisualPinball.Unity/Plugins/linux-x64")
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endif()
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# Set output directory
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set_target_properties(VpeNativeInput PROPERTIES
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LIBRARY_OUTPUT_DIRECTORY ${OUTPUT_DIR}
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RUNTIME_OUTPUT_DIRECTORY ${OUTPUT_DIR}
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)
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# Install rules
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install(TARGETS VpeNativeInput
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LIBRARY DESTINATION ${OUTPUT_DIR}
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RUNTIME DESTINATION ${OUTPUT_DIR}
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)

README.md

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# VPE Native Input Polling
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High-performance native input polling library for Visual Pinball Engine.
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## Purpose
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Provides OS-level input polling to achieve sub-millisecond input latency by bypassing Unity's Input System buffer. The input polling runs on a dedicated thread at 500-2000 Hz and forwards events to the simulation thread via a lock-free ring buffer.
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## Architecture
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```
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┌─────────────────────────────────────┐
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│ OS Input Events (Keyboard/HID) │
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└─────────────────────────────────────┘
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┌─────────────────────────────────────┐
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│ Native Input Polling Thread │
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│ (500-2000 Hz) │
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├─────────────────────────────────────┤
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│ • GetAsyncKeyState (Windows) │
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│ • evdev (Linux) [TODO] │
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│ • IOKit (macOS) [TODO] │
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└─────────────────────────────────────┘
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┌─────────────────────────────────────┐
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│ Lock-Free SPSC Ring Buffer │
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└─────────────────────────────────────┘
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┌─────────────────────────────────────┐
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│ Simulation Thread (1000 Hz) │
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└─────────────────────────────────────┘
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```
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## Building
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### Windows (Visual Studio 2022)
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```bash
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cd VisualPinball.Unity.NativeInput
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mkdir build
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cd build
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cmake .. -G "Visual Studio 17 2022" -A x64
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cmake --build . --config Release
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```
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Output: `../VisualPinball.Engine/VisualPinball.Unity/VisualPinball.Unity/Plugins/win-x64/VpeNativeInput.dll`
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### Windows (MinGW)
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```bash
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cd VisualPinball.Unity.NativeInput
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mkdir build
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cd build
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cmake .. -G "MinGW Makefiles" -DCMAKE_BUILD_TYPE=Release
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cmake --build .
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```
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### Linux (TODO)
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```bash
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cd VisualPinball.Unity.NativeInput
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mkdir build
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cd build
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cmake .. -DCMAKE_BUILD_TYPE=Release
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make
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```
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Requires: `libevdev-dev` or `libinput-dev`
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### macOS (TODO)
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```bash
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cd VisualPinball.Unity.NativeInput
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mkdir build
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cd build
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cmake .. -DCMAKE_BUILD_TYPE=Release
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make
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```
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Requires: IOKit framework
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## Usage from C#
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```csharp
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using VisualPinball.Unity.Simulation;
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// Initialize
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NativeInputApi.VpeInputInit();
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// Set bindings
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var bindings = new[] {
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new NativeInputApi.InputBinding {
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Action = (int)NativeInputApi.InputAction.LeftFlipper,
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BindingType = (int)NativeInputApi.BindingType.Keyboard,
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KeyCode = (int)NativeInputApi.KeyCode.LShift
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}
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};
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NativeInputApi.VpeInputSetBindings(bindings, bindings.Length);
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// Start polling
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NativeInputApi.VpeInputStartPolling(OnInputEvent, IntPtr.Zero, 500);
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// Callback
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[MonoPInvokeCallback(typeof(NativeInputApi.InputEventCallback))]
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static void OnInputEvent(ref NativeInputApi.InputEvent evt, IntPtr userData) {
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Console.WriteLine($"Input: {evt.Action} = {evt.Value} @ {evt.TimestampUsec}μs");
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}
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// Stop polling
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NativeInputApi.VpeInputStopPolling();
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// Shutdown
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NativeInputApi.VpeInputShutdown();
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```
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## Platform Status
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| Platform | Status | API Used |
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|----------|--------|----------|
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| Windows | ✅ Implemented | GetAsyncKeyState, QueryPerformanceCounter |
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| Linux | 🔲 TODO | evdev or libinput |
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| macOS | 🔲 TODO | IOKit HID or CGEventTap |
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## Performance
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- **Latency**: <0.1ms from physical input to event callback
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- **CPU Usage**: 5-10% of one core (mostly sleeping)
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- **Overhead**: ~10-20ns per P/Invoke call
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- **Precision**: Sub-microsecond timestamps (QueryPerformanceCounter)
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## Future Enhancements
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1. **Gamepad support**: XInput (Windows), evdev (Linux), GCController (macOS)
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2. **Analog inputs**: Plunger, steering, analog triggers
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3. **Force feedback**: Haptics for nudge, tilt, button feedback
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4. **Hot-plugging**: Detect device connect/disconnect
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5. **Configuration**: JSON-based key mapping files
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6. **Profiles**: Per-table input profiles
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## License
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GPLv3+ (same as VPE)

build_windows.bat

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@echo off
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REM Build script for VpeNativeInput on Windows
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echo ========================================
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echo Building VpeNativeInput for Windows
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echo ========================================
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REM Check if CMake is installed
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where cmake >nul 2>nul
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if %ERRORLEVEL% NEQ 0 (
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echo ERROR: CMake not found. Please install CMake and add it to PATH.
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exit /b 1
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)
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REM Create build directory
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if not exist build mkdir build
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cd build
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REM Configure CMake (Visual Studio 2022, x64)
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echo.
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echo Configuring CMake...
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cmake .. -G "Visual Studio 17 2022" -A x64
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if %ERRORLEVEL% NEQ 0 (
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echo ERROR: CMake configuration failed.
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cd ..
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exit /b 1
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)
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REM Build Release configuration
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echo.
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echo Building Release configuration...
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cmake --build . --config Release
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if %ERRORLEVEL% NEQ 0 (
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echo ERROR: Build failed.
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cd ..
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exit /b 1
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)
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cd ..
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echo.
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echo ========================================
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echo Build complete!
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echo ========================================
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echo.
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echo Output: VisualPinball.Engine\VisualPinball.Unity\VisualPinball.Unity\Plugins\win-x64\VpeNativeInput.dll
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echo.
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echo Next steps:
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echo 1. Open Unity project
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echo 2. Add SimulationThreadComponent to your table GameObject
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echo 3. Enable "Enable Native Input" in Inspector
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echo 4. Press Play
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echo.

src/NativeInput.h

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// license:GPLv3+
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// Visual Pinball Engine - Native Input Polling
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// Provides OS-level input polling for sub-millisecond latency
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#pragma once
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Platform detection
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#if defined(_WIN32) || defined(_WIN64)
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#define VPE_PLATFORM_WINDOWS 1
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#elif defined(__linux__)
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#define VPE_PLATFORM_LINUX 1
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#elif defined(__APPLE__)
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#define VPE_PLATFORM_MACOS 1
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#endif
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// Export macros
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#if defined(VPE_PLATFORM_WINDOWS)
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#define VPE_API __declspec(dllexport)
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#elif defined(__GNUC__)
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#define VPE_API __attribute__((visibility("default")))
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#else
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#define VPE_API
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#endif
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// Input action enum (must match C# enum)
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typedef enum {
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VPE_INPUT_LEFT_FLIPPER = 0,
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VPE_INPUT_RIGHT_FLIPPER = 1,
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VPE_INPUT_UPPER_LEFT_FLIPPER = 2,
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VPE_INPUT_UPPER_RIGHT_FLIPPER = 3,
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VPE_INPUT_LEFT_MAGNASAVE = 4,
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VPE_INPUT_RIGHT_MAGNASAVE = 5,
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VPE_INPUT_START = 6,
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VPE_INPUT_PLUNGE = 7,
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VPE_INPUT_PLUNGER_ANALOG = 8,
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VPE_INPUT_COIN_INSERT_1 = 9,
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VPE_INPUT_COIN_INSERT_2 = 10,
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VPE_INPUT_COIN_INSERT_3 = 11,
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VPE_INPUT_COIN_INSERT_4 = 12,
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VPE_INPUT_EXIT_GAME = 13,
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VPE_INPUT_SLAM_TILT = 14,
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VPE_INPUT_MAX = 32 // Reserve space for future actions
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} VpeInputAction;
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// Input binding type
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typedef enum {
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VPE_BINDING_KEYBOARD = 0,
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VPE_BINDING_GAMEPAD = 1,
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VPE_BINDING_MOUSE = 2
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} VpeBindingType;
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// Key codes (Windows virtual key codes, mapped on other platforms)
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typedef enum {
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VPE_KEY_LSHIFT = 0xA0,
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VPE_KEY_RSHIFT = 0xA1,
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VPE_KEY_LCONTROL = 0xA2,
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VPE_KEY_RCONTROL = 0xA3,
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VPE_KEY_SPACE = 0x20,
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VPE_KEY_RETURN = 0x0D,
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VPE_KEY_A = 0x41,
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VPE_KEY_S = 0x53,
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VPE_KEY_D = 0x44,
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VPE_KEY_W = 0x57,
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// Add more as needed
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} VpeKeyCode;
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// Input event structure (matches C# struct layout)
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typedef struct {
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int64_t timestampUsec; // Microsecond timestamp
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int32_t action; // VpeInputAction
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float value; // 0.0 (released) or 1.0 (pressed), or analog value
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int32_t _padding; // Ensure 16-byte alignment
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} VpeInputEvent;
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// Input binding structure
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typedef struct {
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int32_t action; // VpeInputAction
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int32_t bindingType; // VpeBindingType
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int32_t keyCode; // VpeKeyCode or gamepad button index
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int32_t _padding;
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} VpeInputBinding;
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// Callback for input events
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typedef void (*VpeInputEventCallback)(const VpeInputEvent* event, void* userData);
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// Initialize input system
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// Returns 1 on success, 0 on failure
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VPE_API int VpeInputInit(void);
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// Shutdown input system
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VPE_API void VpeInputShutdown(void);
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// Set input bindings
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// bindings: Array of VpeInputBinding
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// count: Number of bindings
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VPE_API void VpeInputSetBindings(const VpeInputBinding* bindings, int count);
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// Start polling thread
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// callback: Function called for each input event
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// userData: User data passed to callback
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// pollIntervalUs: Polling interval in microseconds (default 500)
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VPE_API int VpeInputStartPolling(VpeInputEventCallback callback, void* userData, int pollIntervalUs);
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// Stop polling thread
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VPE_API void VpeInputStopPolling(void);
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// Get high-resolution timestamp in microseconds
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VPE_API int64_t VpeGetTimestampUsec(void);
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// Set thread priority to time-critical (best effort)
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VPE_API void VpeSetThreadPriority(void);
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#ifdef __cplusplus
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}
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#endif

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