Android controller mapping: Ignore axes with constant values
Some controllers have axes that are stuck to values like 0.5 or 1. Starting with PR #6123, when you press a control to map, Dolphin will immediately think that such an axis is the axis that you want to map. This commit fixes that issue (https://bugs.dolphin-emu.org/issues/10909)
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@ -12,6 +12,7 @@ import org.dolphinemu.dolphinemu.model.settings.view.InputBindingSetting;
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import org.dolphinemu.dolphinemu.utils.ControllerMappingHelper;
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import org.dolphinemu.dolphinemu.utils.Log;
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import java.util.ArrayList;
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import java.util.List;
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/**
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@ -23,6 +24,8 @@ public final class MotionAlertDialog extends AlertDialog
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// The selected input preference
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private final InputBindingSetting setting;
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private final ControllerMappingHelper mControllerMappingHelper;
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private final ArrayList<Float> mPreviousValues = new ArrayList<>();
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private int mPrevDeviceId = 0;
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private boolean mWaitingForEvent = true;
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/**
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@ -82,24 +85,41 @@ public final class MotionAlertDialog extends AlertDialog
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List<InputDevice.MotionRange> motionRanges = input.getMotionRanges();
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if (input.getId() != mPrevDeviceId)
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{
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mPreviousValues.clear();
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}
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mPrevDeviceId = input.getId();
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boolean firstEvent = mPreviousValues.isEmpty();
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int numMovedAxis = 0;
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float axisMoveValue = 0.0f;
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InputDevice.MotionRange lastMovedRange = null;
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char lastMovedDir = '?';
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if (mWaitingForEvent)
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{
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// Get only the axis that seem to have moved (more than .5)
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for (InputDevice.MotionRange range : motionRanges)
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for (int i = 0; i < motionRanges.size(); i++)
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{
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InputDevice.MotionRange range = motionRanges.get(i);
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int axis = range.getAxis();
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float origValue = event.getAxisValue(axis);
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float value = mControllerMappingHelper.scaleAxis(input, axis, origValue);
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if (Math.abs(value) > 0.5f)
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if (firstEvent)
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{
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// It is common to have multiple axis with the same physical input. For example,
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mPreviousValues.add(value);
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}
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else
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{
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float previousValue = mPreviousValues.get(i);
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// Only handle the axes that are not neutral (more than 0.5)
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// but ignore any axis that has a constant value (e.g. always 1)
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if (Math.abs(value) > 0.5f && value != previousValue)
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{
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// It is common to have multiple axes with the same physical input. For example,
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// shoulder butters are provided as both AXIS_LTRIGGER and AXIS_BRAKE.
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// To handle this, we ignore an axis motion that's the exact same as a motion
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// we already saw. This way, we ignore axis with two names, but catch the case
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// we already saw. This way, we ignore axes with two names, but catch the case
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// where a joystick is moved in two directions.
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// ref: bottom of https://developer.android.com/training/game-controllers/controller-input.html
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if (value != axisMoveValue)
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@ -110,6 +130,18 @@ public final class MotionAlertDialog extends AlertDialog
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lastMovedDir = value < 0.0f ? '-' : '+';
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}
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}
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// Special case for d-pads (axis value jumps between 0 and 1 without any values
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// in between). Without this, the user would need to press the d-pad twice
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// due to the first press being caught by the "if (firstEvent)" case further up.
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else if (Math.abs(value) < 0.25f && Math.abs(previousValue) > 0.75f)
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{
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numMovedAxis++;
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lastMovedRange = range;
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lastMovedDir = previousValue < 0.0f ? '-' : '+';
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}
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}
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mPreviousValues.set(i, value);
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}
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// If only one axis moved, that's the winner.
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