forked from ShuriZma/suyu
input_common: Fix SDL controller with inverted axis
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922aa9410a
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c4760489a0
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@ -220,24 +220,6 @@ public:
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return "Unknown";
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}
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bool IsYAxis(u8 index) {
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if (!sdl_controller) {
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return false;
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}
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const auto& binding_left_y =
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SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_LEFTY);
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const auto& binding_right_y =
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SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_RIGHTY);
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if (index == binding_left_y.value.axis) {
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return true;
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}
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if (index == binding_right_y.value.axis) {
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return true;
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}
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return false;
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}
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private:
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std::string guid;
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int port;
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@ -376,11 +358,6 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
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case SDL_JOYAXISMOTION: {
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if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
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const PadIdentifier identifier = joystick->GetPadIdentifier();
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// Vertical axis is inverted on nintendo compared to SDL
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if (joystick->IsYAxis(event.jaxis.axis)) {
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SetAxis(identifier, event.jaxis.axis, -event.jaxis.value / 32767.0f);
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break;
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}
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SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f);
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}
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break;
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@ -146,7 +146,8 @@ public:
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Common::Input::AnalogProperties properties_y_,
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InputEngine* input_engine_)
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: identifier(identifier_), axis_x(axis_x_), axis_y(axis_y_), properties_x(properties_x_),
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properties_y(properties_y_), input_engine(input_engine_) {
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properties_y(properties_y_),
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input_engine(input_engine_), invert_axis_y{input_engine_->GetEngineName() == "sdl"} {
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UpdateCallback engine_callback{[this]() { OnChange(); }};
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const InputIdentifier x_input_identifier{
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.identifier = identifier,
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@ -181,6 +182,11 @@ public:
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.raw_value = input_engine->GetAxis(identifier, axis_y),
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.properties = properties_y,
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};
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// This is a workaround too keep compatibility with old yuzu versions. Vertical axis is
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// inverted on SDL compared to Nintendo
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if (invert_axis_y) {
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status.y.raw_value = -status.y.raw_value;
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}
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return status;
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}
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@ -220,6 +226,7 @@ private:
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float last_axis_x_value;
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float last_axis_y_value;
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InputEngine* input_engine;
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const bool invert_axis_y;
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};
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class InputFromTouch final : public Common::Input::InputDevice {
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