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Merge pull request #18655 from hrydgard/joystick-fix-inverse-deadzone
Stick calibration/input: Fix inverse deadzone
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commit
02c10adebc
@ -229,6 +229,7 @@ void ManagedTexture::DeviceLost() {
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INFO_LOG(G3D, "ManagedTexture::DeviceLost(%s)", filename_.c_str());
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if (taskWaitable_) {
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taskWaitable_->WaitAndRelease();
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taskWaitable_ = nullptr;
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pendingImage_.Free();
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}
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if (texture_)
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@ -109,13 +109,23 @@ static bool IsSignedAxis(int axis) {
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}
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// This is applied on the circular radius, not directly on the axes.
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// TODO: Share logic with tilt?
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static float MapAxisValue(float v) {
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const float deadzone = g_Config.fAnalogDeadzone;
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const float invDeadzone = g_Config.fAnalogInverseDeadzone;
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const float sensitivity = g_Config.fAnalogSensitivity;
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const float sign = v >= 0.0f ? 1.0f : -1.0f;
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return sign * Clamp(invDeadzone + (fabsf(v) - deadzone) / (1.0f - deadzone) * (sensitivity - invDeadzone), 0.0f, 1.0f);
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// Apply deadzone.
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v = Clamp((fabsf(v) - deadzone) / (1.0f - deadzone), 0.0f, 1.0f);
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// Apply sensitivity and inverse deadzone.
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if (v != 0.0f) {
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v = Clamp(invDeadzone + v * (sensitivity - invDeadzone), 0.0f, 1.0f);
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}
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return sign * v;
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}
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void ConvertAnalogStick(float x, float y, float *outX, float *outY) {
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