DInput/XInput: Further fixes & improvements

* Remove redundant second analog settings for XInput
* Replace DInput circle->square mapping with improved XInput version
This commit is contained in:
Josh Palmer 2015-02-05 05:48:29 +00:00
parent 6856709b1d
commit 4c6410cd0d
5 changed files with 32 additions and 57 deletions

View file

@ -564,22 +564,14 @@ static ConfigSetting controlSettings[] = {
ConfigSetting("AnalogStickScale", &g_Config.fAnalogStickScale, defaultControlScale, true, true),
#ifdef _WIN32
ConfigSetting("DInputAnalogDeadzone", &g_Config.fDInputAnalogDeadzone, 0.1f, true, true),
ConfigSetting("DInputAnalogInverseMode", &g_Config.iDInputAnalogInverseMode, 0, true, true),
ConfigSetting("DInputAnalogInverseDeadzone", &g_Config.fDInputAnalogInverseDeadzone, 0.0f, true, true),
ConfigSetting("DInputAnalogSensitivity", &g_Config.fDInputAnalogSensitivity, 1.0f, true, true),
ConfigSetting("DInputAnalogInverseMode", &g_Config.iDInputAnalogInverseMode, 0, true, true),
ConfigSetting("DInputAnalogInverseDeadzone", &g_Config.fDInputAnalogInverseDeadzone, 0.0f, true, true),
ConfigSetting("XInputLeftAnalogDeadzone", &g_Config.fXInputLeftAnalogDeadzone, 0.24f, true, true),
ConfigSetting("XInputRightAnalogDeadzone", &g_Config.fXInputRightAnalogDeadzone, 0.27f, true, true),
ConfigSetting("XInputLeftAnalogInverseMode", &g_Config.iXInputLeftAnalogInverseMode, 0, true, true),
ConfigSetting("XInputLeftAnalogInverseDeadzone", &g_Config.fXInputLeftAnalogInverseDeadzone, 0.0f, true, true),
ConfigSetting("XInputLeftAnalogSensitivity", &g_Config.fXInputLeftAnalogSensitivity, 1.0f, true, true),
ConfigSetting("XInputRightAnalogInverseMode", &g_Config.iXInputRightAnalogInverseMode, 0, true, true),
ConfigSetting("XInputRightAnalogInverseDeadzone", &g_Config.fXInputRightAnalogInverseDeadzone, 0.0f, true, true),
ConfigSetting("XInputRightAnalogSensitivity", &g_Config.fXInputRightAnalogSensitivity, 1.0f, true, true),
ConfigSetting("XInputAnalogDeadzone", &g_Config.fXInputAnalogDeadzone, 0.24f, true, true),
ConfigSetting("XInputAnalogInverseMode", &g_Config.iXInputAnalogInverseMode, 0, true, true),
ConfigSetting("XInputAnalogInverseDeadzone", &g_Config.fXInputAnalogInverseDeadzone, 0.0f, true, true),
ConfigSetting("XInputAnalogSensitivity", &g_Config.fXInputAnalogSensitivity, 1.0f, true, true),
#endif
ConfigSetting("AnalogLimiterDeadzone", &g_Config.fAnalogLimiterDeadzone, 0.6f, true, true),

View file

@ -281,16 +281,10 @@ public:
float fDInputAnalogInverseDeadzone;
float fDInputAnalogSensitivity;
float fXInputLeftAnalogDeadzone;
float fXInputRightAnalogDeadzone;
int iXInputLeftAnalogInverseMode;
float fXInputLeftAnalogInverseDeadzone;
float fXInputLeftAnalogSensitivity;
int iXInputRightAnalogInverseMode;
float fXInputRightAnalogInverseDeadzone;
float fXInputRightAnalogSensitivity;
float fXInputAnalogDeadzone;
int iXInputAnalogInverseMode;
float fXInputAnalogInverseDeadzone;
float fXInputAnalogSensitivity;
float fAnalogLimiterDeadzone;
// GLES backend-specific hacks. Not saved to the ini file, do not add checkboxes. Will be made into

View file

@ -381,16 +381,10 @@ void GameSettingsScreen::CreateViews() {
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fDInputAnalogSensitivity, 0.0f, 10.0f, c->T("Sensitivity"), screenManager()));
controlsSettings->Add(new ItemHeader(c->T("XInput Analog Settings", "XInput Analog Settings")));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputLeftAnalogDeadzone, 0.0f, 1.0f, c->T("Dead Zone (Left Stick)"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputRightAnalogDeadzone, 0.0f, 1.0f, c->T("Dead Zone (Right Stick)"), screenManager()));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputLeftAnalogInverseMode, c->T("Inverse Dead Zone Mode (Left Stick)"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputLeftAnalogInverseDeadzone, 0.0f, 1.0f, c->T("Inverse Dead Zone Size (Left Stick)"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputLeftAnalogSensitivity, 0.0f, 10.0f, c->T("Sensitivity (Left Stick)"), screenManager()));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputRightAnalogInverseMode, c->T("Inverse Dead Zone Mode (Right Stick)"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputRightAnalogInverseDeadzone, 0.0f, 1.0f, c->T("Inverse Dead Zone Size (Right Stick)"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputRightAnalogSensitivity, 0.0f, 10.0f, c->T("Sensitivity (Right Stick)"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogDeadzone, 0.0f, 1.0f, c->T("Dead Zone"), screenManager()));
controlsSettings->Add(new PopupMultiChoice(&g_Config.iXInputAnalogInverseMode, c->T("Inverse Dead Zone Mode"), inverseDeadzoneModes, 0, ARRAY_SIZE(inverseDeadzoneModes), c, screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogInverseDeadzone, 0.0f, 1.0f, c->T("Inverse Dead Zone Size"), screenManager()));
controlsSettings->Add(new PopupSliderChoiceFloat(&g_Config.fXInputAnalogSensitivity, 0.0f, 10.0f, c->T("Sensitivity"), screenManager()));
controlsSettings->Add(new ItemHeader(c->T("Keyboard", "Keyboard Control Settings")));
#if defined(USING_WIN_UI)

View file

@ -208,8 +208,7 @@ void SendNativeAxis(int deviceId, short value, short &lastValue, int axisId) {
AxisInput axis;
axis.deviceId = deviceId;
axis.axisId = axisId;
//axis.value = NormalizedDeadzoneFilter(value);
axis.value = (float)value / 10000.0f;
axis.value = (float)value / 10000.0f; // Convert axis to normalised float
NativeAxis(axis);
lastValue = value;
@ -241,6 +240,13 @@ int DinputDevice::UpdateState(InputState &input_state) {
if (analog) {
AxisInput axis;
axis.deviceId = DEVICE_ID_PAD_0 + pDevNum;
// Circle to Square mapping, cribbed from XInputDevice
float sx = js.lX;
float sy = js.lY;
float scaleFactor = sqrtf((sx * sx + sy * sy) / std::max(sx * sx, sy * sy));
js.lX = (short)(sx * scaleFactor);
js.lY = (short)(sy * scaleFactor);
// Linear range mapping (used to invert deadzones)
float dz = g_Config.fDInputAnalogDeadzone;
@ -280,6 +286,9 @@ int DinputDevice::UpdateState(InputState &input_state) {
js.lY = 0;
}
js.lX = (short)std::min(10000.0f, std::max((float)js.lX, -10000.0f));
js.lY = (short)std::min(10000.0f, std::max((float)js.lY, -10000.0f));
SendNativeAxis(DEVICE_ID_PAD_0 + pDevNum, js.lX, last_lX_, JOYSTICK_AXIS_X);
SendNativeAxis(DEVICE_ID_PAD_0 + pDevNum, js.lY, last_lY_, JOYSTICK_AXIS_Y);
SendNativeAxis(DEVICE_ID_PAD_0 + pDevNum, js.lZ, last_lZ_, JOYSTICK_AXIS_Z);
@ -300,15 +309,6 @@ int DinputDevice::UpdateState(InputState &input_state) {
return -1;
}
static float NormalizedDeadzoneFilter(short value) {
float result = (float)value / 10000.0f;
// Expand and clamp. Hack to let us reach the corners on most pads.
result = std::min(1.0f, std::max(result * 1.2f, -1.0f));
return result;
}
void DinputDevice::ApplyButtons(DIJOYSTATE2 &state, InputState &input_state) {
BYTE *buttons = state.rgbButtons;
u32 downMask = 0x80;

View file

@ -235,13 +235,13 @@ int XinputDevice::UpdateState(InputState &input_state) {
}
ApplyButtons(state, input_state);
const float LEFT_STICK_DEADZONE = g_Config.fXInputLeftAnalogDeadzone;
const int LEFT_STICK_INV_MODE = g_Config.iXInputLeftAnalogInverseMode;
const float LEFT_STICK_INV_DEADZONE = g_Config.fXInputLeftAnalogInverseDeadzone;
const float LEFT_STICK_SENSITIVITY = g_Config.fXInputLeftAnalogSensitivity;
const float STICK_DEADZONE = g_Config.fXInputAnalogDeadzone;
const int STICK_INV_MODE = g_Config.iXInputAnalogInverseMode;
const float STICK_INV_DEADZONE = g_Config.fXInputAnalogInverseDeadzone;
const float STICK_SENSITIVITY = g_Config.fXInputAnalogSensitivity;
if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbLX, prevState.Gamepad.sThumbLY, state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, LEFT_STICK_DEADZONE)) {
Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, LEFT_STICK_DEADZONE, LEFT_STICK_INV_MODE, LEFT_STICK_INV_DEADZONE, LEFT_STICK_SENSITIVITY);
if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbLX, prevState.Gamepad.sThumbLY, state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, STICK_DEADZONE)) {
Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, STICK_DEADZONE, STICK_INV_MODE, STICK_INV_DEADZONE, STICK_SENSITIVITY);
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
@ -257,13 +257,8 @@ int XinputDevice::UpdateState(InputState &input_state) {
}
}
const float RIGHT_STICK_DEADZONE = g_Config.fXInputRightAnalogDeadzone;
const int RIGHT_STICK_INV_MODE = g_Config.iXInputRightAnalogInverseMode;
const float RIGHT_STICK_INV_DEADZONE = g_Config.fXInputRightAnalogInverseDeadzone;
const float RIGHT_STICK_SENSITIVITY = g_Config.fXInputRightAnalogSensitivity;
if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbRX, prevState.Gamepad.sThumbRY, state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, RIGHT_STICK_DEADZONE)) {
Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, RIGHT_STICK_DEADZONE, RIGHT_STICK_INV_MODE, RIGHT_STICK_INV_DEADZONE, RIGHT_STICK_SENSITIVITY);
if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbRX, prevState.Gamepad.sThumbRY, state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, STICK_DEADZONE)) {
Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, STICK_DEADZONE, STICK_INV_MODE, STICK_INV_DEADZONE, STICK_SENSITIVITY);
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;