ControllerInterface: Implement axis scaling for axis-to-axis mappings

This feature allows us to work around analog stick range issues at the
intercardinal directions in certain titles (e.g. Rockman DASH 2) caused
by modern controllers having a tighter logical range of reporting than
PS1 analog controllers.
This commit is contained in:
Albert Liu
2020-06-06 18:49:25 -07:00
parent 840a80670f
commit 6b7c068f83
4 changed files with 25 additions and 1 deletions

View File

@ -289,7 +289,8 @@ bool SDLControllerInterface::HandleControllerAxisEvent(const SDL_Event* ev)
const AxisCallback& cb = it->axis_mapping[ev->caxis.axis];
if (cb)
{
cb(value);
// Apply axis scaling only when controller axis is mapped to an axis
cb(std::clamp(it->axis_scale * value, -1.0f, 1.0f));
return true;
}
@ -386,3 +387,14 @@ void SDLControllerInterface::SetControllerRumbleStrength(int controller_index, c
SDL_HapticRumbleStop(haptic);
}
}
bool SDLControllerInterface::SetControllerAxisScale(int controller_index, float scale /* = 1.00f */)
{
auto it = GetControllerDataForPlayerId(controller_index);
if (it == m_controllers.end())
return false;
it->axis_scale = std::clamp(std::abs(scale), 0.01f, 1.50f);
Log_InfoPrintf("Controller %d axis scale set to %f", controller_index, it->axis_scale);
return true;
}