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DInput/XInput: Deadzone fixes & Sensitivity
* DInput Deadzone & Deadzone Inverter now function correctly * Added analog Sensitivity options to DInput and XInput
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@@ -128,7 +128,7 @@ inline float LinearMapf(float val, float a0, float a1, float b0, float b1) {
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return b0 + (((val - a0) * (b1 - b0)) / (a1 - a0));
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}
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static Stick NormalizedDeadzoneFilter(short x, short y, float dz, int idzm, float idz) {
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static Stick NormalizedDeadzoneFilter(short x, short y, float dz, int idzm, float idz, float st) {
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Stick s(x, y, 1.0 / 32767.0f);
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float magnitude = sqrtf(s.x * s.x + s.y * s.y);
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@@ -156,21 +156,21 @@ static Stick NormalizedDeadzoneFilter(short x, short y, float dz, int idzm, floa
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{
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float xSign = Signf(s.x);
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if (xSign != 0.0f) {
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s.x = LinearMapf(s.x, xSign * dz, xSign, xSign * md, xSign);
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s.x = LinearMapf(s.x, xSign * dz, xSign, xSign * md, (xSign * st) - md);
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}
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}
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else if (idzm == 2)
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{
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float ySign = Signf(s.y);
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if (ySign != 0.0f) {
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s.y = LinearMapf(s.y, ySign * dz, ySign, ySign * md, ySign);
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s.y = LinearMapf(s.y, ySign * dz, ySign, ySign * md, (ySign * st) - md);
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}
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}
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else if (idzm == 3)
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{
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float xNorm = s.x / magnitude;
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float yNorm = s.y / magnitude;
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float mapMag = LinearMapf(magnitude, dz, 1.0, md, 1.0);
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float mapMag = LinearMapf(magnitude, dz, 1.0f, md, (1.0f * st) - md);
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s.x = xNorm * mapMag;
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s.y = yNorm * mapMag;
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}
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@@ -238,9 +238,10 @@ int XinputDevice::UpdateState(InputState &input_state) {
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const float LEFT_STICK_DEADZONE = g_Config.fXInputLeftAnalogDeadzone;
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const int LEFT_STICK_INV_MODE = g_Config.iXInputLeftAnalogInverseMode;
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const float LEFT_STICK_INV_DEADZONE = g_Config.fXInputLeftAnalogInverseDeadzone;
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const float LEFT_STICK_SENSITIVITY = g_Config.fXInputLeftAnalogSensitivity;
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if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbLX, prevState.Gamepad.sThumbLY, state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, LEFT_STICK_DEADZONE)) {
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, LEFT_STICK_DEADZONE, LEFT_STICK_INV_MODE, LEFT_STICK_INV_DEADZONE);
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Stick left = NormalizedDeadzoneFilter(state.Gamepad.sThumbLX, state.Gamepad.sThumbLY, LEFT_STICK_DEADZONE, LEFT_STICK_INV_MODE, LEFT_STICK_INV_DEADZONE, LEFT_STICK_SENSITIVITY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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@@ -259,9 +260,10 @@ int XinputDevice::UpdateState(InputState &input_state) {
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const float RIGHT_STICK_DEADZONE = g_Config.fXInputRightAnalogDeadzone;
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const int RIGHT_STICK_INV_MODE = g_Config.iXInputRightAnalogInverseMode;
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const float RIGHT_STICK_INV_DEADZONE = g_Config.fXInputRightAnalogInverseDeadzone;
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const float RIGHT_STICK_SENSITIVITY = g_Config.fXInputRightAnalogSensitivity;
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if (NormalizedDeadzoneDiffers(prevState.Gamepad.sThumbRX, prevState.Gamepad.sThumbRY, state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, RIGHT_STICK_DEADZONE)) {
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, RIGHT_STICK_DEADZONE, RIGHT_STICK_INV_MODE, LEFT_STICK_INV_DEADZONE);
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Stick right = NormalizedDeadzoneFilter(state.Gamepad.sThumbRX, state.Gamepad.sThumbRY, RIGHT_STICK_DEADZONE, RIGHT_STICK_INV_MODE, RIGHT_STICK_INV_DEADZONE, RIGHT_STICK_SENSITIVITY);
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AxisInput axis;
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axis.deviceId = DEVICE_ID_X360_0;
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