Correlate just based on buttons, joystick axes are not as precise and could potentially cause incorrect uncorrelation.
It's okay if the triggers aren't precise until someone presses a button on their controller.
parent
e7e615de26
commit
248fc75bd2
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@ -168,7 +168,9 @@ static struct {
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} guide_button_candidate;
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typedef struct WindowsMatchState {
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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SHORT match_axes[4];
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#endif
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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WORD xinput_buttons;
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#endif
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@ -180,8 +182,12 @@ typedef struct WindowsMatchState {
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static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state)
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{
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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int ii;
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#endif
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state->any_data = SDL_FALSE;
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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/* SHORT state->match_axes[4] = {
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(match_state & 0x000F0000) >> 4,
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(match_state & 0x00F00000) >> 8,
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@ -194,6 +200,7 @@ static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint32 match_state
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state->any_data = SDL_TRUE;
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}
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}
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#endif /* SDL_JOYSTICK_RAWINPUT_MATCH_AXES */
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#ifdef SDL_JOYSTICK_RAWINPUT_XINPUT
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/* Match axes by checking if the distance between the high 4 bits of axis and the 4 bits from match_state is 1 or less */
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@ -337,7 +344,11 @@ RAWINPUT_XInputSlotMatches(const WindowsMatchState *state, Uint8 slot_idx)
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{
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if (xinput_state[slot_idx].connected) {
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WORD xinput_buttons = xinput_state[slot_idx].state.Gamepad.wButtons;
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if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons && XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)) {
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if ((xinput_buttons & ~XINPUT_GAMEPAD_GUIDE) == state->xinput_buttons
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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&& XInputAxesMatch(xinput_state[slot_idx].state.Gamepad)
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#endif
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) {
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return SDL_TRUE;
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}
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}
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@ -553,7 +564,11 @@ static SDL_bool
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RAWINPUT_WindowsGamingInputSlotMatches(const WindowsMatchState *state, WindowsGamingInputGamepadState *slot)
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{
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Uint32 wgi_buttons = slot->state.Buttons;
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if ((wgi_buttons & 0x3FFF) == state->wgi_buttons && WindowsGamingInputAxesMatch(slot->state)) {
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if ((wgi_buttons & 0x3FFF) == state->wgi_buttons
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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&& WindowsGamingInputAxesMatch(slot->state)
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#endif
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) {
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return SDL_TRUE;
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}
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return SDL_FALSE;
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@ -1279,13 +1294,7 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
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RAWINPUT_DeviceContext *ctx = joystick->hwdata;
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
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/* Map new buttons and axes into game controller controls */
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static int axis_map[] = {
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SDL_CONTROLLER_AXIS_LEFTY,
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SDL_CONTROLLER_AXIS_LEFTX,
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SDL_CONTROLLER_AXIS_RIGHTY,
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SDL_CONTROLLER_AXIS_RIGHTX
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};
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static int button_map[] = {
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static const int button_map[] = {
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_X,
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@ -1297,12 +1306,35 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK
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};
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#define HAT_MASK ((1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
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static const int hat_map[] = {
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0,
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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};
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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static const int axis_map[] = {
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SDL_CONTROLLER_AXIS_LEFTY,
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SDL_CONTROLLER_AXIS_LEFTX,
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SDL_CONTROLLER_AXIS_RIGHTY,
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SDL_CONTROLLER_AXIS_RIGHTX
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};
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#endif
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Uint32 match_state = ctx->match_state;
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/* Update match_state with button bit, then fall through */
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#define SDL_PrivateJoystickButton(joystick, button, state) if (button < SDL_arraysize(button_map)) { if (state) match_state |= 1 << button_map[button]; else match_state &= ~(1 << button_map[button]); } SDL_PrivateJoystickButton(joystick, button, state)
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCH_AXES
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/* Grab high 4 bits of value, then fall through */
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#define SDL_PrivateJoystickAxis(joystick, axis, value) if (axis < SDL_arraysize(axis_map)) match_state = (match_state & ~(0xF << (4 * axis_map[axis] + 16))) | ((value) & 0xF000) << (4 * axis_map[axis] + 4); SDL_PrivateJoystickAxis(joystick, axis, value)
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#endif
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#endif /* SDL_JOYSTICK_RAWINPUT_MATCHING */
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ULONG data_length = ctx->max_data_length;
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int i;
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int nbuttons = joystick->nbuttons - (ctx->guide_hack * 1);
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@ -1335,18 +1367,6 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
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for (i = 0; i < nhats; ++i) {
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HIDP_DATA *item = GetData(ctx->hat_indices[i], ctx->data, data_length);
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if (item) {
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#define HAT_MASK ((1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
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const int hat_map[] = {
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0,
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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};
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const Uint8 hat_states[] = {
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SDL_HAT_CENTERED,
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SDL_HAT_UP,
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@ -1361,14 +1381,18 @@ RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int size)
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ULONG state = item->RawValue;
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if (state < SDL_arraysize(hat_states)) {
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
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match_state = (match_state & ~HAT_MASK) | hat_map[state];
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#endif
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SDL_PrivateJoystickHat(joystick, i, hat_states[state]);
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}
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}
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}
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
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#ifdef SDL_PrivateJoystickButton
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#undef SDL_PrivateJoystickButton
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#endif
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#ifdef SDL_PrivateJoystickAxis
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#undef SDL_PrivateJoystickAxis
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#endif
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@ -1446,7 +1470,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision
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triggers for a frame. */
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if (ctx->wgi_uncorrelate_count >= 3) {
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#ifdef DEBUG_JOYSTICK
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#ifdef DEBUG_RAWINPUT
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SDL_Log("UN-Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, ctx->wgi_slot);
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#endif
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RAWINPUT_MarkWindowsGamingInputSlotFree(ctx->wgi_slot);
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@ -1478,7 +1502,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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if (new_correlation_count == 2) {
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/* correlation stayed steady and uncontested across multiple frames, guaranteed match */
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ctx->wgi_correlated = SDL_TRUE;
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#ifdef DEBUG_JOYSTICK
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#ifdef DEBUG_RAWINPUT
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SDL_Log("Correlated joystick %d to WindowsGamingInput device #%d\n", joystick->instance_id, slot_idx);
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#endif
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correlated = SDL_TRUE;
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@ -1539,7 +1563,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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let's set it to 3 to be safe. An incorrect un-correlation will simply result in lower precision
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triggers for a frame. */
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if (ctx->xinput_uncorrelate_count >= 3) {
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#ifdef DEBUG_JOYSTICK
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#ifdef DEBUG_RAWINPUT
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SDL_Log("UN-Correlated joystick %d to XInput device #%d\n", joystick->instance_id, ctx->xinput_slot);
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#endif
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RAWINPUT_MarkXInputSlotFree(ctx->xinput_slot);
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@ -1571,7 +1595,7 @@ RAWINPUT_UpdateOtherAPIs(SDL_Joystick *joystick)
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if (new_correlation_count == 2) {
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/* correlation stayed steady and uncontested across multiple frames, guaranteed match */
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ctx->xinput_correlated = SDL_TRUE;
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#ifdef DEBUG_JOYSTICK
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#ifdef DEBUG_RAWINPUT
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SDL_Log("Correlated joystick %d to XInput device #%d\n", joystick->instance_id, slot_idx);
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#endif
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correlated = SDL_TRUE;
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