Avoid xinput pad jitter resetting axis state.

Should take care of #5526.
This commit is contained in:
Unknown W. Brackets 2014-06-16 01:37:20 -07:00
parent 9b67594a1d
commit 3793bd5a02

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@ -108,10 +108,56 @@ XinputDevice::~XinputDevice() {
}
struct Stick {
Stick (float x_, float y_, float scale) : x(x_ * scale), y(y_ * scale) {}
float x;
float y;
};
static Stick NormalizedDeadzoneFilter(short x, short y);
inline float Clampf(float val, float min, float max) {
if (val < min) return min;
if (val > max) return max;
return val;
}
static Stick NormalizedDeadzoneFilter(short x, short y, short thresh) {
static const float DEADZONE = (float)thresh / 32767.0f;
Stick s(x, y, 1.0 / 32767.0f);
float magnitude = sqrtf(s.x * s.x + s.y * s.y);
if (magnitude > DEADZONE) {
if (magnitude > 1.0f) {
s.x *= 1.41421f;
s.y *= 1.41421f;
}
s.x = Clampf(s.x, -1.0f, 1.0f);
s.y = Clampf(s.y, -1.0f, 1.0f);
} else {
s.x = 0.0f;
s.y = 0.0f;
}
return s;
}
bool NormalizedDeadzoneDiffers(short x1, short y1, short x2, short y2, const short thresh) {
static const float DEADZONE = (float)thresh / 32767.0f;
Stick s1(x1, y1, 1.0 / 32767.0f);
Stick s2(x2, y2, 1.0 / 32767.0f);
float magnitude1 = sqrtf(s1.x * s1.x + s1.y * s1.y);
float magnitude2 = sqrtf(s2.x * s2.x + s2.y * s2.y);
if (magnitude1 > DEADZONE || magnitude2 > DEADZONE) {
return x1 != x2 || y1 != y2;
}
return false;
}
bool NormalizedDeadzoneDiffers(u8 x1, u8 x2, const u8 thresh) {
if (x1 > thresh || x2 > thresh) {
return x1 != x2;
}
return false;
}
int XinputDevice::UpdateState(InputState &input_state) {
if (!s_pXInputDLL)
@ -145,33 +191,41 @@ int XinputDevice::UpdateState(InputState &input_state) {
}
ApplyButtons(state, input_state);
if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX || prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) {
Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY);
if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbLX, prevState.Gamepad.sThumbLY, state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)) {
Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE);
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_X;
axis.value = left.x;
NativeAxis(axis);
if (prevState.Gamepad.sThumbLX != state.Gamepad.sThumbLX) {
NativeAxis(axis);
}
axis.axisId = JOYSTICK_AXIS_Y;
axis.value = left.y;
NativeAxis(axis);
if (prevState.Gamepad.sThumbLY != state.Gamepad.sThumbLY) {
NativeAxis(axis);
}
}
if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX || prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) {
Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY);
if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbRX, prevState.Gamepad.sThumbRY, state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)) {
Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE);
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_Z;
axis.value = right.x;
NativeAxis(axis);
if (prevState.Gamepad.sThumbRX != state.Gamepad.sThumbRX) {
NativeAxis(axis);
}
axis.axisId = JOYSTICK_AXIS_RZ;
axis.value = right.y;
NativeAxis(axis);
if (prevState.Gamepad.sThumbRY != state.Gamepad.sThumbRY) {
NativeAxis(axis);
}
}
if (prevState.Gamepad.bLeftTrigger != state.Gamepad.bLeftTrigger) {
if (NormalizedDeadzoneDiffers(prevState.Gamepad.bLeftTrigger, state.Gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_LTRIGGER;
@ -179,7 +233,7 @@ int XinputDevice::UpdateState(InputState &input_state) {
NativeAxis(axis);
}
if (prevState.Gamepad.bRightTrigger != state.Gamepad.bRightTrigger) {
if (NormalizedDeadzoneDiffers(prevState.Gamepad.bRightTrigger, state.Gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
AxisInput axis;
axis.deviceId = DEVICE_ID_X360_0;
axis.axisId = JOYSTICK_AXIS_RTRIGGER;
@ -201,36 +255,6 @@ int XinputDevice::UpdateState(InputState &input_state) {
}
}
inline float Clampf(float val, float min, float max) {
if (val < min) return min;
if (val > max) return max;
return val;
}
static Stick NormalizedDeadzoneFilter(short x, short y) {
static const float DEADZONE = (float)XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE / 32767.0f;
Stick s;
s.x = (float)x / 32767.0f;
s.y = (float)y / 32767.0f;
float magnitude = sqrtf(s.x * s.x + s.y * s.y);
if (magnitude > DEADZONE) {
if (magnitude > 1.0f) {
s.x *= 1.41421f;
s.y *= 1.41421f;
}
s.x = Clampf(s.x, -1.0f, 1.0f);
s.y = Clampf(s.y, -1.0f, 1.0f);
} else {
s.x = 0.0f;
s.y = 0.0f;
}
return s;
}
void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) {
u32 buttons = state.Gamepad.wButtons;