diff --git a/src/input_common/sdl/sdl_impl.cpp b/src/input_common/sdl/sdl_impl.cpp index a9f7e51036..6024ed97a8 100644 --- a/src/input_common/sdl/sdl_impl.cpp +++ b/src/input_common/sdl/sdl_impl.cpp @@ -1068,7 +1068,6 @@ public: void Start(const std::string& device_id) override { SDLPoller::Start(device_id); - // Load the game controller // Reset stored axes analog_x_axis = -1; analog_y_axis = -1; @@ -1081,40 +1080,21 @@ public: if (event.type == SDL_JOYAXISMOTION && std::abs(event.jaxis.value / 32767.0) < 0.5) { continue; } - // Simplify controller config by testing if game controller support is enabled. if (event.type == SDL_JOYAXISMOTION) { const auto axis = event.jaxis.axis; - if (const auto joystick = state.GetSDLJoystickBySDLID(event.jaxis.which); - auto* const controller = joystick->GetSDLGameController()) { - const auto axis_left_x = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTX) - .value.axis; - const auto axis_left_y = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_LEFTY) - .value.axis; - const auto axis_right_x = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTX) - .value.axis; - const auto axis_right_y = - SDL_GameControllerGetBindForAxis(controller, SDL_CONTROLLER_AXIS_RIGHTY) - .value.axis; - - if (axis == axis_left_x || axis == axis_left_y) { - analog_x_axis = axis_left_x; - analog_y_axis = axis_left_y; - break; - } else if (axis == axis_right_x || axis == axis_right_y) { - analog_x_axis = axis_right_x; - analog_y_axis = axis_right_y; - break; - } + // In order to return a complete analog param, we need inputs for both axes. + // First we take the x-axis (horizontal) input, then the y-axis (vertical) input. + if (analog_x_axis == -1) { + analog_x_axis = axis; + } else if (analog_y_axis == -1 && analog_x_axis != axis) { + analog_y_axis = axis; + } + } else { + // If the press wasn't accepted as a joy axis, check for a button press + auto button_press = button_poller.FromEvent(event); + if (button_press) { + return *button_press; } - } - - // If the press wasn't accepted as a joy axis, check for a button press - auto button_press = button_poller.FromEvent(event); - if (button_press) { - return *button_press; } } @@ -1127,6 +1107,7 @@ public: return params; } } + return {}; } diff --git a/src/yuzu/configuration/configure_input_player.cpp b/src/yuzu/configuration/configure_input_player.cpp index 4ed704793c..5abf9f0bf4 100644 --- a/src/yuzu/configuration/configure_input_player.cpp +++ b/src/yuzu/configuration/configure_input_player.cpp @@ -370,6 +370,18 @@ ConfigureInputPlayer::ConfigureInputPlayer(QWidget* parent, std::size_t player_i } connect(analog_button, &QPushButton::clicked, [=, this] { + if (!map_analog_stick_accepted) { + map_analog_stick_accepted = + QMessageBox::information( + this, tr("Map Analog Stick"), + tr("After pressing OK, first move your joystick horizontally, and then " + "vertically.\nTo invert the axes, first move your joystick " + "vertically, and then horizontally."), + QMessageBox::Ok | QMessageBox::Cancel) == QMessageBox::Ok; + if (!map_analog_stick_accepted) { + return; + } + } HandleClick( analog_map_buttons[analog_id][sub_button_id], [=, this](const Common::ParamPackage& params) { diff --git a/src/yuzu/configuration/configure_input_player.h b/src/yuzu/configuration/configure_input_player.h index 05dee5af51..4895e8850e 100644 --- a/src/yuzu/configuration/configure_input_player.h +++ b/src/yuzu/configuration/configure_input_player.h @@ -181,9 +181,12 @@ private: std::vector> device_pollers; + /// A flag to indicate that the "Map Analog Stick" pop-up has been shown and accepted once. + bool map_analog_stick_accepted{}; + /// A flag to indicate if keyboard keys are okay when configuring an input. If this is false, /// keyboard events are ignored. - bool want_keyboard_mouse = false; + bool want_keyboard_mouse{}; /// List of physical devices users can map with. If a SDL backed device is selected, then you /// can use this device to get a default mapping.