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- Minor adjustments to SDL joystick code so that all axes have at least a small deadzone so that button mapping works properly.
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1 changed files with 8 additions and 4 deletions
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@ -1,8 +1,12 @@
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#include <SDL_joystick.h>
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#include <SDL_joystick.h>
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#include "doomdef.h"
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#include "doomdef.h"
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#include "templates.h"
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#include "m_joy.h"
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#include "m_joy.h"
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// Very small deadzone so that floating point magic doesn't happen
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#define MIN_DEADZONE 0.000001f
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class SDLInputJoystick: public IJoystickConfig
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class SDLInputJoystick: public IJoystickConfig
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{
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{
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public:
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public:
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@ -65,7 +69,7 @@ public:
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void SetAxisDeadZone(int axis, float zone)
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void SetAxisDeadZone(int axis, float zone)
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{
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{
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Axes[axis].DeadZone = zone;
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Axes[axis].DeadZone = clamp(zone, MIN_DEADZONE, 1.f);
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}
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}
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void SetAxisMap(int axis, EJoyAxis gameaxis)
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void SetAxisMap(int axis, EJoyAxis gameaxis)
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{
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{
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@ -83,7 +87,7 @@ public:
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}
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}
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bool IsAxisDeadZoneDefault(int axis)
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bool IsAxisDeadZoneDefault(int axis)
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{
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{
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return Axes[axis].DeadZone == 0.0f;
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return Axes[axis].DeadZone <= MIN_DEADZONE;
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}
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}
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bool IsAxisMapDefault(int axis)
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bool IsAxisMapDefault(int axis)
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{
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{
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@ -105,7 +109,7 @@ public:
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info.Name.Format("Axis %d", i+1);
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info.Name.Format("Axis %d", i+1);
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else
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else
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info.Name.Format("Hat %d (%c)", (i-NumAxes)/2 + 1, (i-NumAxes)%2 == 0 ? 'x' : 'y');
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info.Name.Format("Hat %d (%c)", (i-NumAxes)/2 + 1, (i-NumAxes)%2 == 0 ? 'x' : 'y');
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info.DeadZone = 0.0f;
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info.DeadZone = MIN_DEADZONE;
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info.Multiplier = 1.0f;
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info.Multiplier = 1.0f;
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info.Value = 0.0;
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info.Value = 0.0;
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info.ButtonValue = 0;
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info.ButtonValue = 0;
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@ -141,7 +145,7 @@ public:
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{
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{
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buttonstate = 0;
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buttonstate = 0;
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Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32768.0;
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Axes[i].Value = SDL_JoystickGetAxis(Device, i)/32767.0;
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Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, &buttonstate);
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Axes[i].Value = Joy_RemoveDeadZone(Axes[i].Value, Axes[i].DeadZone, &buttonstate);
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// Map button to axis
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// Map button to axis
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