don't try to "fix" y axis in touchpad (it should just match the mouse convention), add touchpad button to default controls for nds/3ds touch
note that touchpad axes aren't put in default controls, can't actually have multiple axes bound at the same time
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@ -129,7 +129,7 @@
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"ZR": "R, J1 B8, X1 RightTrigger",
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"Select": "Space, J1 B9, X1 Back",
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"Start": "Enter, J1 B10, X1 Start",
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"Touch": "WMouse L",
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"Touch": "WMouse L, X1 Touchpad",
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"Tilt": "WMouse R",
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},
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"NDS Controller": {
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@ -145,7 +145,7 @@
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"R": "E, J1 B6, X1 RightShoulder",
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"Select": "Space, J1 B9, X1 Back",
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"Start": "Enter, J1 B10, X1 Start",
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"Touch": "WMouse L",
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"Touch": "WMouse L, X1 Touchpad",
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"Microphone": "M"
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},
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"Atari 2600 Basic Controller": {
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@ -294,7 +294,9 @@ namespace BizHawk.Bizware.Input
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("RightTrigger", Conv(SDL_GameControllerGetAxis(Opaque, SDL_GameControllerAxis.SDL_CONTROLLER_AXIS_TRIGGERRIGHT)))
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];
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static int TouchConv(float num) => (int)((num * 2.0f - 1.0f) * 10000.0f);
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// note: this mimics the mouse conversion in MainForm
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// also, don't try to "correct" the Y axis here, -/+ for u/d is how mouse does it, so that should be used here
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static int TouchConv(float num) => (int)((num * 20000) - 10000);
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var numTouchpads = SDL_GameControllerGetNumTouchpads(Opaque);
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if (numTouchpads == 1)
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{
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@ -305,7 +307,7 @@ namespace BizHawk.Bizware.Input
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if (state != 0)
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{
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values.Add(("TouchpadX", TouchConv(x)));
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values.Add(("TouchpadY", -TouchConv(y)));
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values.Add(("TouchpadY", TouchConv(y)));
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}
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else
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{
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@ -321,7 +323,7 @@ namespace BizHawk.Bizware.Input
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if (state != 0)
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{
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values.Add(($"Touchpad{i}X", TouchConv(x)));
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values.Add(($"Touchpad{i}Y", -TouchConv(y)));
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values.Add(($"Touchpad{i}Y", TouchConv(y)));
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}
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else
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{
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