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Logic & UI for "Virtual Notches" #9203
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@lioncash Cheers for the review! Please check my most recent changes and mark as resolved if all is fine, otherwise let me know what I got wrong and I'll happily take another look |
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Only a few minor nits, otherwise the changes in response to the suggestions look pretty good!
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I do believe something like this would be very helpful in games that use notches. It's one of the reasons I use original GameCube controllers via adapter for most games. |
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Super neat feature. I just had a few suggestions.
Your code was not too bad for being new to C++.
The main thing was ApplyVirtualNotches being overly complicated.
Source/Core/InputCommon/ControllerEmu/ControlGroup/ControlGroup.cpp
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Ahh I left that in from when I was making additional changes to the |
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After fixing the lint issues and squashing the commits this looks good to me.
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This is a feature that I wanted in Dolphin for quite some time now. It should make playing games like Super Monkey Ball feel a bit closer to using a GC controller when using a controller without an Octagonal gate (e.g. Xbox, PS4, Steam e.t.c).
Adds an option in the controller config to set the size of the virtual notches. These virtual notches add a sticky behaviour that will snap the controller to the different axis.
Disclaimer:
I've never written C++ before (besides Hello World about 10 years ago) so I'm completely open to suggestions for improvements. I was unable to get the linter running locally but I think Visual Studio was enforcing code styling while developing so I'm hoping it's already formatted correctly.