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sdl_impl: Revert to the "old" method of mapping sticks
Not all controllers have a SDL_GameController binding. This caused controllers not present in the SDL GameController database to have buttons mapped instead of axes. Furthermore, it was not possible to invert the axes when it could be useful such as emulating a horizontal single joycon or other potential cases. This allows us to invert the axes by reversing the order of mapping (vertical, then horizontal).
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3 changed files with 29 additions and 33 deletions
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@ -1068,7 +1068,6 @@ public:
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void Start(const std::string& device_id) override {
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SDLPoller::Start(device_id);
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// Load the game controller
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// Reset stored axes
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analog_x_axis = -1;
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analog_y_axis = -1;
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@ -1081,40 +1080,21 @@ public:
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if (event.type == SDL_JOYAXISMOTION && std::abs(event.jaxis.value / 32767.0) < 0.5) {
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continue;
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}
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// Simplify controller config by testing if game controller support is enabled.
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if (event.type == SDL_JOYAXISMOTION) {
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const auto axis = event.jaxis.axis;
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if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which);
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auto* const controller = joystick->GetSDLGameController()) {
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const auto axis_left_x =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX)
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.value.axis;
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const auto axis_left_y =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY)
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.value.axis;
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const auto axis_right_x =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX)
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.value.axis;
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const auto axis_right_y =
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SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY)
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.value.axis;
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if (axis == axis_left_x || axis == axis_left_y) {
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analog_x_axis = axis_left_x;
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analog_y_axis = axis_left_y;
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break;
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} else if (axis == axis_right_x || axis == axis_right_y) {
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analog_x_axis = axis_right_x;
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analog_y_axis = axis_right_y;
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break;
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}
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// In order to return a complete analog param, we need inputs for both axes.
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// First we take the x-axis (horizontal) input, then the y-axis (vertical) input.
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if (analog_x_axis == -1) {
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analog_x_axis = axis;
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} else if (analog_y_axis == -1 && analog_x_axis != axis) {
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analog_y_axis = axis;
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}
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} else {
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// If the press wasn't accepted as a joy axis, check for a button press
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auto button_press = button_poller.FromEvent(event);
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if (button_press) {
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return *button_press;
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}
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}
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// If the press wasn't accepted as a joy axis, check for a button press
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auto button_press = button_poller.FromEvent(event);
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if (button_press) {
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return *button_press;
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}
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}
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@ -1127,6 +1107,7 @@ public:
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return params;
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}
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}
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return {};
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}
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@ -370,6 +370,18 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i
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}
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connect(analog_button, &QPushButton::clicked, [=, this] {
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if (!map_analog_stick_accepted) {
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map_analog_stick_accepted =
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QMessageBox::information(
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this, tr("Map Analog Stick"),
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tr("After pressing OK, first move your joystick horizontally, and then "
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"vertically.\nTo invert the axes, first move your joystick "
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"vertically, and then horizontally."),
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QMessageBox::Ok | QMessageBox::Cancel) == QMessageBox::Ok;
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if (!map_analog_stick_accepted) {
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return;
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}
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}
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HandleClick(
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analog_map_buttons[analog_id][sub_button_id],
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[=, this](const Common::ParamPackage& params) {
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@ -181,9 +181,12 @@ private:
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std::vector<std::unique_ptr<InputCommon::Polling::DevicePoller>> device_pollers;
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/// A flag to indicate that the "Map Analog Stick" pop-up has been shown and accepted once.
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bool map_analog_stick_accepted{};
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/// A flag to indicate if keyboard keys are okay when configuring an input. If this is false,
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/// keyboard events are ignored.
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bool want_keyboard_mouse = false;
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bool want_keyboard_mouse{};
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/// List of physical devices users can map with. If a SDL backed device is selected, then you
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/// can use this device to get a default mapping.
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