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https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 20:38:07 +01:00
Controller fixes.
Fix joystick dpad emulation diagonal direction. Always activate an action set by default.
This commit is contained in:
parent
5533a9d5b0
commit
f6b8068883
1 changed files with 25 additions and 9 deletions
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@ -91,6 +91,7 @@ enum EXTRA_GAMEPAD_BUTTONS {
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#define JOY_ID_START 10
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#define JOY_ID_START 10
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#define STICK_DPAD 3
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#define STICK_DPAD 3
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#define DEADZONE_BUTTON_STICK 0.3
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class Steam_Controller :
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class Steam_Controller :
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public ISteamController001,
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public ISteamController001,
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@ -332,9 +333,9 @@ bool Init(bool bExplicitlyCallRunFrame)
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for (int i = 1; i < 5; ++i) {
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for (int i = 1; i < 5; ++i) {
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struct Controller_Action cont_action(i);
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struct Controller_Action cont_action(i);
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//Activate the action set if there is only one present.
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//Activate the first action set.
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//TODO: I don't know if one gets activated by default when there's more than one
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//TODO: check exactly what decides which gets activated by default
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if (action_handles.size() == 1) {
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if (action_handles.size() >= 1) {
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cont_action.activate_action_set(action_handles.begin()->second, controller_maps);
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cont_action.activate_action_set(action_handles.begin()->second, controller_maps);
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}
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}
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@ -522,6 +523,7 @@ void ActivateActionSet( ControllerHandle_t controllerHandle, ControllerActionSet
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ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
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ControllerActionSetHandle_t GetCurrentActionSet( ControllerHandle_t controllerHandle )
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{
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{
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//TODO: should return zero if no action set specifically activated with ActivateActionSet
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PRINT_DEBUG("Steam_Controller::GetCurrentActionSet %llu\n", controllerHandle);
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PRINT_DEBUG("Steam_Controller::GetCurrentActionSet %llu\n", controllerHandle);
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auto controller = controllers.find(controllerHandle);
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auto controller = controllers.find(controllerHandle);
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if (controller == controllers.end()) return 0;
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if (controller == controllers.end()) return 0;
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@ -606,17 +608,31 @@ ControllerDigitalActionData_t GetDigitalActionData( ControllerHandle_t controlle
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case BUTTON_STICK_LEFT_UP:
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case BUTTON_STICK_LEFT_UP:
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case BUTTON_STICK_LEFT_DOWN:
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case BUTTON_STICK_LEFT_DOWN:
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case BUTTON_STICK_LEFT_LEFT:
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case BUTTON_STICK_LEFT_LEFT:
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case BUTTON_STICK_LEFT_RIGHT:
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case BUTTON_STICK_LEFT_RIGHT: {
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pressed = GamepadStickLength(device, STICK_LEFT) > 0.1 &&
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float x = 0, y = 0, len = GamepadStickLength(device, STICK_LEFT);
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((int)GamepadStickDir(device, STICK_LEFT) == ((button - BUTTON_STICK_LEFT_UP) + 1));
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GamepadStickNormXY(device, STICK_LEFT, &x, &y);
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x *= len;
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y *= len;
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if (button == BUTTON_STICK_LEFT_UP) pressed = y > DEADZONE_BUTTON_STICK;
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if (button == BUTTON_STICK_LEFT_DOWN) pressed = y < -DEADZONE_BUTTON_STICK;
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if (button == BUTTON_STICK_LEFT_RIGHT) pressed = x > DEADZONE_BUTTON_STICK;
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if (button == BUTTON_STICK_LEFT_LEFT) pressed = x < -DEADZONE_BUTTON_STICK;
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break;
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break;
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}
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case BUTTON_STICK_RIGHT_UP:
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case BUTTON_STICK_RIGHT_UP:
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case BUTTON_STICK_RIGHT_DOWN:
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case BUTTON_STICK_RIGHT_DOWN:
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case BUTTON_STICK_RIGHT_LEFT:
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case BUTTON_STICK_RIGHT_LEFT:
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case BUTTON_STICK_RIGHT_RIGHT:
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case BUTTON_STICK_RIGHT_RIGHT: {
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pressed = GamepadStickLength(device, STICK_RIGHT) > 0.1 &&
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float x = 0, y = 0, len = GamepadStickLength(device, STICK_RIGHT);
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((int)GamepadStickDir(device, STICK_RIGHT) == ((button - BUTTON_STICK_RIGHT_UP) + 1));
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GamepadStickNormXY(device, STICK_RIGHT, &x, &y);
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x *= len;
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y *= len;
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if (button == BUTTON_STICK_RIGHT_UP) pressed = y > DEADZONE_BUTTON_STICK;
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if (button == BUTTON_STICK_RIGHT_DOWN) pressed = y < -DEADZONE_BUTTON_STICK;
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if (button == BUTTON_STICK_RIGHT_RIGHT) pressed = x > DEADZONE_BUTTON_STICK;
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if (button == BUTTON_STICK_RIGHT_LEFT) pressed = x < -DEADZONE_BUTTON_STICK;
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break;
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break;
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}
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default:
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default:
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break;
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break;
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}
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}
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