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Fix issues with input detection due to overloaded ring buffer and fix buffer size being incorrect #2346

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2 changes: 1 addition & 1 deletion src/input/controller.h
Original file line number Diff line number Diff line change
Expand Up @@ -60,7 +60,7 @@ inline int GetAxis(int min, int max, int value) {
return std::clamp((255 * (value - min)) / (max - min), 0, 255);
}

constexpr u32 MAX_STATES = 64;
constexpr u32 MAX_STATES = 32;

class GameController {
public:
Expand Down
51 changes: 29 additions & 22 deletions src/input/input_handler.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -448,7 +448,6 @@ void ControllerOutput::ResetUpdate() {
*new_param = 0; // bruh
}
void ControllerOutput::AddUpdate(InputEvent event) {
state_changed = true;
if (button == KEY_TOGGLE) {
if (event.active) {
ToggleKeyInList(event.input);
Expand All @@ -465,24 +464,43 @@ void ControllerOutput::AddUpdate(InputEvent event) {
}

} else if (axis != SDL_GAMEPAD_AXIS_INVALID) {
auto ApplyDeadzone = [](s8* value, std::pair<int, int> deadzone) {
if (std::abs(*value) <= deadzone.first || deadzone.first == deadzone.second) {
*value = 0;
} else {
*value = (*value >= 0 ? 1 : -1) *
std::clamp((int)((128.0 * (std::abs(*value) - deadzone.first)) /
(float)(deadzone.second - deadzone.first)),
0, 128);
}
};
switch (axis) {
case SDL_GAMEPAD_AXIS_LEFTX:
case SDL_GAMEPAD_AXIS_LEFTY:
ApplyDeadzone(&event.axis_value, leftjoystick_deadzone);
break;
case SDL_GAMEPAD_AXIS_RIGHTX:
case SDL_GAMEPAD_AXIS_RIGHTY:
ApplyDeadzone(&event.axis_value, rightjoystick_deadzone);
break;
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER:
ApplyDeadzone(&event.axis_value, lefttrigger_deadzone);
break;
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER:
// if it's a button input, then we know the value to set, so the param is 0.
// if it's an analog input, then the param isn't 0
*new_param = (event.active ? event.axis_value : 0) + *new_param;
ApplyDeadzone(&event.axis_value, righttrigger_deadzone);
break;
default:
*new_param = (event.active ? event.axis_value : 0) + *new_param;
UNREACHABLE();
break;
}
*new_param = (event.active ? event.axis_value : 0) + *new_param;
}
}
void ControllerOutput::FinalizeUpdate() {
state_changed = old_button_state != new_button_state || old_param != *new_param;
if (!state_changed) {
// return;
return;
}

old_button_state = new_button_state;
old_param = *new_param;
float touchpad_x = 0;
Expand Down Expand Up @@ -512,36 +530,21 @@ void ControllerOutput::FinalizeUpdate() {
} else if (axis != SDL_GAMEPAD_AXIS_INVALID && positive_axis) {
// avoid double-updating axes, but don't skip directional button bindings
float multiplier = 1.0;
int deadzone = 0;
auto ApplyDeadzone = [](s16* value, std::pair<int, int> deadzone) {
if (std::abs(*value) <= deadzone.first || deadzone.first == deadzone.second) {
*value = 0;
} else {
*value = (*value >= 0 ? 1 : -1) *
std::clamp((int)((128.0 * (std::abs(*value) - deadzone.first)) /
(float)(deadzone.second - deadzone.first)),
0, 128);
}
};
Axis c_axis = GetAxisFromSDLAxis(axis);
switch (c_axis) {
case Axis::LeftX:
case Axis::LeftY:
ApplyDeadzone(new_param, leftjoystick_deadzone);
multiplier = leftjoystick_halfmode ? 0.5 : 1.0;
break;
case Axis::RightX:
case Axis::RightY:
ApplyDeadzone(new_param, rightjoystick_deadzone);
multiplier = rightjoystick_halfmode ? 0.5 : 1.0;
break;
case Axis::TriggerLeft:
ApplyDeadzone(new_param, lefttrigger_deadzone);
controller->Axis(0, c_axis, GetAxis(0x0, 0x80, *new_param));
controller->CheckButton(0, OrbisPadButtonDataOffset::L2, *new_param > 0x20);
return;
case Axis::TriggerRight:
ApplyDeadzone(new_param, righttrigger_deadzone);
controller->Axis(0, c_axis, GetAxis(0x0, 0x80, *new_param));
controller->CheckButton(0, OrbisPadButtonDataOffset::R2, *new_param > 0x20);
return;
Expand Down Expand Up @@ -572,6 +575,10 @@ bool UpdatePressedKeys(InputEvent event) {
pressed_keys.insert(it, {event, false});
LOG_DEBUG(Input, "Added axis {} to the input list", event.input.sdl_id);
} else {
// noise filter
if (std::abs(it->first.axis_value - event.axis_value) <= 1) {
return false;
}
it->first.axis_value = event.axis_value;
}
return true;
Expand Down