Adjusting how deadzones are calculated (#3079)
* Making deadzones feel nice and smooth + adding rider files to .gitignore * removing unnecessary parentheses and fixing possibility of divide by 0 * formatting :) * fixing up ClampAxis * fixing up ClampAxis
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2 changed files with 17 additions and 9 deletions
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.gitignore
vendored
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.gitignore
vendored
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@ -74,6 +74,9 @@ _TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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# Rider is a Visual Studio alternative
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.idea/*
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# NCrunch
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*.ncrunch*
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.*crunch*.local.xml
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@ -391,24 +391,29 @@ namespace Ryujinx.Input.HLE
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static JoystickPosition ApplyDeadzone(float x, float y, float deadzone)
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{
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return new JoystickPosition
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float magnitudeClamped = Math.Min(MathF.Sqrt(x * x + y * y), 1f);
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if (magnitudeClamped <= deadzone)
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{
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Dx = ClampAxis(MathF.Abs(x) > deadzone ? x : 0.0f),
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Dy = ClampAxis(MathF.Abs(y) > deadzone ? y : 0.0f)
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return new JoystickPosition() {Dx = 0, Dy = 0};
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}
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return new JoystickPosition()
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{
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Dx = ClampAxis((x / magnitudeClamped) * ((magnitudeClamped - deadzone) / (1 - deadzone))),
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Dy = ClampAxis((y / magnitudeClamped) * ((magnitudeClamped - deadzone) / (1 - deadzone)))
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static short ClampAxis(float value)
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{
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if (value <= -short.MaxValue)
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if (Math.Sign(value) < 0)
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{
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return -short.MaxValue;
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}
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else
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{
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return (short)(value * short.MaxValue);
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return (short)Math.Max(value * -short.MinValue, short.MinValue);
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}
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return (short)Math.Min(value * short.MaxValue, short.MaxValue);
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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