- Combined the functions that handle dead zone, digital threshold, and response curves together.
- A lot less copy-paste between the different platforms.
- Combine the X and Y settings for dead zone, digital threshold, and response curve for analog sticks. This fixes many issues:
- The dead zone shape for sticks are now a true circle, instead of being axial.
- The new response curves work better when moving diagonally. Previously, it'd nerf your move speed up to ~60-50% if you had it on anything but Linear.
- Refactored the new POSIX SDL gamepad axis code to work more like Windows' XInput code. This comes with the following benefits:
- Right thumbstick should function now.
- Left thumbstick now sends the gamepad keycodes instead of raw joystick keycodes.
- Added `stat analog`, to display current movement analog stick values. (I've needed it a lot lately.)
The main benefit of this is to remove the requirement of going to the gamepad menu for binding analog sticks, and going to a keybinds menu for binding literally everything else; now it's all bound in the same location.
This also means that axes can both register as a digital button press, and be used as an analog value for movement separately. Before, using analog movement would not register BT_FORWARD, BT_BACK, etc
* Cleanup: Alignment, long lines, Replace 0 with SDLK_UNKNOWN
* Gamecontroller api analogue input
* Added some button handling
* Added mapping for other buttons
* Added trigger events
* Added force_joystick flag
* Removed force_joystick flag
Rationale:
1. It was actually broken lol
2. I cannot think of a case where enabling this would be a useful thing for
gzdoom. If the user is using a gamecontroller, it is pointless. If they are
not using a gamecontroller, it will just default to using the joystick api.
If they are not using a gamecontroller, but SDL thinks they are, it is an
SDL bug, and will be reported and fixed
* Modified default mapping
* Added analogue to digital threshold
* Added analogue response curve
* Per axis settings
* Fixed controller reconnect
* Added threshold and curve to IJoystickConfig
Enabled saving of settings
* Added stubs
* Cleanup
Constants are no longer defines.
Constants are mostly shared between backends.
Moved some logic to m_joy
* Implemented xinput stubs
* Implemented dinput stubs
* Implemented ps2 stubs (untested)
* Fixed inclusive check
* Implemented osx stubs (untested)
* Fixed curve implementation
No longer savable, I screwed the curve function up.
I though it needed 2 control points, but it needs 4.
Need to re-do controller settings :(
* Now using CubicBezier struct
* Fixed SetDefaultConfig to match xinput behavior
* Expanded gamepad CCMD
* Rename enum JoyResponseCurve to EJoyCurve
* Initial menu implementation
* Fixed SDL controller setting saving
* SDL gamepads can now actually be disabled
* Fixed initial controller connect of some versions of SDL
* Spelling error
* Enable gamepad by default
* Fixed segfault on some versions of SDL
* Only block keydown
This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.