- 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