Android doesn't report values for the inputs generated by FullAnalogInput so
there isn't a reason to add them as such. This also avoids a bug(for android)
where if there are three inputs(say 12, 11, and 121), and you generate a FullAnalogInput
with 12/11 then it will create another input with the name 121 which can cause conficts
with the real 121 input. This is probably not an issue on PC since most Axis inputs
are named and not numbered.
Previously, the Qt frontend would initialize the controller
interface on starting, resulting in the cursor position being
relative to the main window, instead of the render window.
Xlib supports many mouse buttons, though there are 9 standard buttons, and they aren't arranged like other mouse APIs. Using only 5 buttons was preventing the use of buttons besides left/right/middle click and the scroll wheel. Here's what all the standard buttons are:
1. left button
2. middle button (pressing the scroll wheel)
3. right button
4. turn scroll wheel up
5. turn scroll wheel down
6. push scroll wheel left
7. push scroll wheel right
8. 4th button (aka browser backward button)
9. 5th button (aka browser forward button)
The remaining button indices are non-standard and device-specific, and technically far more than 32 are supported, but this seems like a reasonable limit to avoid cluttering the list with tons of useless mouse buttons. What mouse has more than 32 buttons anyways?
Whenever udev_monitor_receive_device() returns a non-null pointer,
the device must be unref'd after use with udev_device_unref().
We previously missed some unref calls for non-evdev devices.
It's not guaranteed that the eventfd is smaller than the monitor fd,
because fds are not always monotonically allocated. To select()
correctly in all cases, use the max between the monitor fd and eventfd.
This lets Dolphin know if a configured GameCube Controller should actually
be treated as connected or not.
Talked to @JMC47 a bit about this last night. My use-case is that all of
my controllers are the same hardware (Xbox One controllers) so share the
same configuration (modulo device number). Treating them all as always
connected isn't a problem for most games, but in some (Smash Bros.) it
forces me to go find a keyboard/mouse and unconfigure any controllers
that I don't actually have connected. Hotplugging devices (works on macOS,
at least) + this patch remove my need to ever touch the Controller Config
dialog while in a game.
This patch makes the following changes:
- A new `BooleanSetting` in `GCPadEmu` called "Always Connected", which
defaults to false.
- `ControllerEmu` tracks whether the default device is connected on every
call to `UpdateReferences()`.
- `GCPadEmu.GetStatus()` now sets err bit to `PAD_ERR_NO_CONTROLLER` if
the default device isn't connected.
- `SIDevice_GCController` handles `PAD_ERR_NO_CONTROLLER` by imitating the
behaviour of `SIDevice_Null` (as far as I can tell, this is the only use
of the error bit from `GCPadStatus`).
I wanted to add an OSD message akin to the ones when Wiimotes get
connected/disconnected, but I haven't yet found where to put the logic.
Axis range was previously calculated as max + abs(min), which relies on the assumption that
min will not exceed 0. For (min, max) values like (0, 255) or (-128, 127), which I assume to
be the most common cases, the range is correctly calculated as 255. However, given (20,
235), the range is erroneously calculated as 255, leading to axis values being normalized
incorrectly.
SDL already handles this case correctly. After changing the range calculation to max - min,
the axis values received from the evdev backend are practically identical to the values
received from the SDL backend.