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ddr: add support for analog axis-only pads and handle left+right / up+down input (#659)
## Link to GitHub Issue or related Pull Request, if one exists n/a ## Description of change Some crappy DDR soft mats (either USB-based or console pads with crappy adapters that lack a dedicated "DDR pad mode") use X and Y analog axis for arrows, which means they cannot cleanly report Up+Down or Left+Right input. According to some ancient Stepmania code, a lot of these report a middle value (value between center and right, for example, for left+right). Borrow this hack from Stepmania and implement it in spice as analog input for DDR. Also, for rawinput/xinput automatic bind scenario, update the logic so that face buttons are always detected before analog axis / dpads for consistency. This would help with binding any DDR pads that simultaneously input face buttons / dpad / analog axis, so that we can prefer face buttons when detected. ## Testing I don't have any soft mats that have this, but it was tested with an xbox controller.
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@@ -2,6 +2,7 @@
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#include "mdxf_poll.h"
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#include "avs/game.h"
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#include "games/ddr/ddr.h"
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#include "games/ddr/io.h"
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#include "launcher/launcher.h"
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#include "rawinput/rawinput.h"
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@@ -357,14 +358,17 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
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// decide on button map
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const size_t *button_map = nullptr;
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int player = 0;
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switch (node) {
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case 17:
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case 25:
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button_map = &buttons_p1[0];
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player = 1;
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break;
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case 18:
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case 26:
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button_map = &buttons_p2[0];
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player = 2;
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break;
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}
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@@ -374,19 +378,27 @@ static bool __cdecl ac_io_mdxf_update_control_status_buffer_impl(int node, MDXFP
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if (source == EXTERNAL_POLL) {
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// get buttons
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auto &buttons = games::ddr::get_buttons();
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// get analogs
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bool analog_left = false;
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bool analog_right = false;
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games::ddr::get_analog_x_axis(player, analog_left, analog_right);
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bool analog_up = false;
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bool analog_down = false;
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games::ddr::get_analog_y_axis(player, analog_up, analog_down);
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uint8_t up_down = 0;
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uint8_t left_right = 0;
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0]))) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[0])) || analog_up) {
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up_down |= 0xF0;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[1]))) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[1])) || analog_down) {
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up_down |= 0x0F;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[2]))) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[2])) || analog_left) {
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left_right |= 0xF0;
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}
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[3]))) {
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if (GameAPI::Buttons::getState(RI_MGR, buttons.at(button_map[3])) || analog_right) {
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left_right |= 0x0F;
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}
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current_state = (uint16_t(up_down) << 8) | left_right;
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