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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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@@ -291,4 +291,50 @@ namespace games::ddr {
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// dispose device hook
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devicehook_dispose();
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}
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static void get_analog_xy_axis(Analog &analog, bool &less, bool &more) {
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if (!analog.isSet()) {
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return;
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}
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const auto value = GameAPI::Analogs::getState(RI_MGR, analog);
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// stepmania linux source:
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// https://github.com/stepmania/stepmania/blob/d55acb1ba26f1c5b5e3048d6d6c0bd116625216f/src/arch/InputHandler/InputHandler_Linux_Event.cpp#L410
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// for example, value cap with range [0, 255]:
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// 127 = 0.498, neutral
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// 128 = 0.502, both
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// apparently some adapters report values like above; this obviously makes a lot of
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// assumptions about bit width of the HID value cap and how the adapter reports
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// neutral/both values, but this is good enough for parity with stepmania and its many forks
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if (0.5001f < value && value < 0.75f) {
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less |= true;
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more |= true;
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} else if (value <= 0.25f) {
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less |= true;
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} else if (value >= 0.75f) {
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more |= true;
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}
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}
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void get_analog_x_axis(int player, bool &left, bool &right) {
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if (player != 1 && player != 2) {
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log_fatal("ddr", "invalid player number: {}, expected 1 or 2", player);
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return;
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}
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auto &analog = get_analogs().at(player == 1 ? Analogs::P1_LEFT_RIGHT : Analogs::P2_LEFT_RIGHT);
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get_analog_xy_axis(analog, left, right);
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}
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void get_analog_y_axis(int player, bool &up, bool &down) {
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if (player != 1 && player != 2) {
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log_fatal("ddr", "invalid player number: {}, expected 1 or 2", player);
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return;
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}
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auto &analog = get_analogs().at(player == 1 ? Analogs::P1_UP_DOWN : Analogs::P2_UP_DOWN);
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get_analog_xy_axis(analog, up, down);
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}
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}
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