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Android controller mapping: Ignore axes with constant values

Some controllers have axes that are stuck to values like 0.5 or 1.
Starting with PR #6123, when you press a control to map, Dolphin will
immediately think that such an axis is the axis that you want to map.
This commit fixes that issue (https://bugs.dolphin-emu.org/issues/10909)
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JosJuice committed Jul 11, 2018
1 parent d819df1 commit d32c297c0d43ae87cf2cfdbf62e8aa5723656170
@@ -12,6 +12,7 @@
import org.dolphinemu.dolphinemu.utils.ControllerMappingHelper;
import org.dolphinemu.dolphinemu.utils.Log;
import java.util.ArrayList;
import java.util.List;
/**
@@ -23,6 +24,8 @@
// The selected input preference
private final InputBindingSetting setting;
private final ControllerMappingHelper mControllerMappingHelper;
private final ArrayList<Float> mPreviousValues = new ArrayList<>();
private int mPrevDeviceId = 0;
private boolean mWaitingForEvent = true;
/**
@@ -82,34 +85,63 @@ private boolean onMotionEvent(MotionEvent event)
List<InputDevice.MotionRange> motionRanges = input.getMotionRanges();
if (input.getId() != mPrevDeviceId)
{
mPreviousValues.clear();
}
mPrevDeviceId = input.getId();
boolean firstEvent = mPreviousValues.isEmpty();
int numMovedAxis = 0;
float axisMoveValue = 0.0f;
InputDevice.MotionRange lastMovedRange = null;
char lastMovedDir = '?';
if (mWaitingForEvent)
{
// Get only the axis that seem to have moved (more than .5)
for (InputDevice.MotionRange range : motionRanges)
for (int i = 0; i < motionRanges.size(); i++)
{
InputDevice.MotionRange range = motionRanges.get(i);
int axis = range.getAxis();
float origValue = event.getAxisValue(axis);
float value = mControllerMappingHelper.scaleAxis(input, axis, origValue);
if (Math.abs(value) > 0.5f)
if (firstEvent)
{
mPreviousValues.add(value);
}
else
{
// It is common to have multiple axis with the same physical input. For example,
// shoulder butters are provided as both AXIS_LTRIGGER and AXIS_BRAKE.
// To handle this, we ignore an axis motion that's the exact same as a motion
// we already saw. This way, we ignore axis with two names, but catch the case
// where a joystick is moved in two directions.
// ref: bottom of https://developer.android.com/training/game-controllers/controller-input.html
if (value != axisMoveValue)
float previousValue = mPreviousValues.get(i);
// Only handle the axes that are not neutral (more than 0.5)
// but ignore any axis that has a constant value (e.g. always 1)
if (Math.abs(value) > 0.5f && value != previousValue)
{
// It is common to have multiple axes with the same physical input. For example,
// shoulder butters are provided as both AXIS_LTRIGGER and AXIS_BRAKE.
// To handle this, we ignore an axis motion that's the exact same as a motion
// we already saw. This way, we ignore axes with two names, but catch the case
// where a joystick is moved in two directions.
// ref: bottom of https://developer.android.com/training/game-controllers/controller-input.html
if (value != axisMoveValue)
{
axisMoveValue = value;
numMovedAxis++;
lastMovedRange = range;
lastMovedDir = value < 0.0f ? '-' : '+';
}
}
// Special case for d-pads (axis value jumps between 0 and 1 without any values
// in between). Without this, the user would need to press the d-pad twice
// due to the first press being caught by the "if (firstEvent)" case further up.
else if (Math.abs(value) < 0.25f && Math.abs(previousValue) > 0.75f)
{
axisMoveValue = value;
numMovedAxis++;
lastMovedRange = range;
lastMovedDir = value < 0.0f ? '-' : '+';
lastMovedDir = previousValue < 0.0f ? '-' : '+';
}
}
mPreviousValues.set(i, value);
}
// If only one axis moved, that's the winner.

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