Also fix a bug where despite supporting 32 buttons, only 18 were actually
supported, and a similar issue for the number of axes.
My saitek x52 has 34 buttons and 10 axes. Whee.
Once and for all: remove the default and move the Sys_Error outside the
switch (changing appropriate breaks to returns). Now gcc will let me know
when I forget to update the switch statements.
Johnny's number->J_AXISn mapping is preserved, but I had intended for any
key to be supported (J_AXISn was just to ensure free keys were available).
This gives both methods (and some range checking on the axis button
number).
Thanks to leilei being a diehard sw quake fan, and MH being the hacker he
is, engoo's vid_win.c drops Scitech's MGL :) (I really did not want to
resurrect that). However, I've modified it so it /compiles/ in QF: ripped
out the menu code, ripped out the input handling (that's in in_win.c) and
started trying to get it to work for vid_render. The clients at least link,
but I'm certain they'll segfault (GPF?).
The win clients are the native windows (NOT sdl!! *twitch*). Things are
already looking on the up: only three errors in in_win.c. I'm not looking
forward to vid_win.c (ex vid_wgl.c), though.
First, this completely smashes joystick input: it will not work (though it
doesn't crash). This is because there is, as of yet, no means to configure
the system.
Each joystick axis has:
- per-axis amplification (both pre and post).
- per-axis offset (offset applied after pre-amp but before post amp)
- selectable destination:
- linear delta: position and angles (as before)
- axis button: if the value crosses the threshold, the given key is
pressed or released as appropriate.
The axis amplification still uses joy_amp and joy_pre_amp (and
in_amp/in_pre_amp), but now also has the per-axis settings.
The per-axis offset is most useful for axis buttons. For example, the xbox
360 controller triggers are analong but go "all the way to negative on 0
state". Offsetting the input keeps axis button thresholds simple.
Amplification and offset is applied before anything is done with the axis
value. The formula is:
joy_amp * in_amp * axis-amp *
(offset + value * joy_pre_amp * in_pre_amp * axis-pre_amp)
Axis button thresholds are very simple: if the sign of the value is the
same as the sign of the threshold and abs(value) >= abs(threshold), the
button is pressed. While multiple thresholds and keys can be placed on an
axis, only one can be pressed at a time. The threshold furthest from 0
wins.