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input_common: Fix SDL controller with inverted axis

This commit is contained in:
german77 2021-11-21 12:59:51 -06:00 committed by Narr the Reg
parent 922aa9410a
commit c4760489a0
2 changed files with 8 additions and 24 deletions

View file

@ -220,24 +220,6 @@ public:
return "Unknown"; return "Unknown";
} }
bool IsYAxis(u8 index) {
if (!sdl_controller) {
return false;
}
const auto& binding_left_y =
SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_LEFTY);
const auto& binding_right_y =
SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_RIGHTY);
if (index == binding_left_y.value.axis) {
return true;
}
if (index == binding_right_y.value.axis) {
return true;
}
return false;
}
private: private:
std::string guid; std::string guid;
int port; int port;
@ -376,11 +358,6 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
case SDL_JOYAXISMOTION: { case SDL_JOYAXISMOTION: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) { if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier(); const PadIdentifier identifier = joystick->GetPadIdentifier();
// Vertical axis is inverted on nintendo compared to SDL
if (joystick->IsYAxis(event.jaxis.axis)) {
SetAxis(identifier, event.jaxis.axis, -event.jaxis.value / 32767.0f);
break;
}
SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f); SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f);
} }
break; break;

View file

@ -146,7 +146,8 @@ public:
Common::Input::AnalogProperties properties_y_, Common::Input::AnalogProperties properties_y_,
InputEngine* input_engine_) InputEngine* input_engine_)
: identifier(identifier_), axis_x(axis_x_), axis_y(axis_y_), properties_x(properties_x_), : identifier(identifier_), axis_x(axis_x_), axis_y(axis_y_), properties_x(properties_x_),
properties_y(properties_y_), input_engine(input_engine_) { properties_y(properties_y_),
input_engine(input_engine_), invert_axis_y{input_engine_->GetEngineName() == "sdl"} {
UpdateCallback engine_callback{[this]() { OnChange(); }}; UpdateCallback engine_callback{[this]() { OnChange(); }};
const InputIdentifier x_input_identifier{ const InputIdentifier x_input_identifier{
.identifier = identifier, .identifier = identifier,
@ -181,6 +182,11 @@ public:
.raw_value = input_engine->GetAxis(identifier, axis_y), .raw_value = input_engine->GetAxis(identifier, axis_y),
.properties = properties_y, .properties = properties_y,
}; };
// This is a workaround too keep compatibility with old yuzu versions. Vertical axis is
// inverted on SDL compared to Nintendo
if (invert_axis_y) {
status.y.raw_value = -status.y.raw_value;
}
return status; return status;
} }
@ -220,6 +226,7 @@ private:
float last_axis_x_value; float last_axis_x_value;
float last_axis_y_value; float last_axis_y_value;
InputEngine* input_engine; InputEngine* input_engine;
const bool invert_axis_y;
}; };
class InputFromTouch final : public Common::Input::InputDevice { class InputFromTouch final : public Common::Input::InputDevice {