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[3.2] Support SDL2 half axes and inverted axes mappings. #38724

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merged 1 commit into from
Jul 6, 2020

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madmiraal
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This is a partial backport of #38151. It includes the parsing and implementation of SDL game controller half axis and inverted axis entries. However, to make this a non-breaking change the following have not been implemented:

  • The triggers remain as buttons and not axes. Therefore any axes that map to the triggers will be treated as buttons and not axes.
  • The Input Mappings have not been fixed, because there remains no way within Godot to differentiate between buttons and axes.

Note: I don't have a game controller to test it with; so it will need to be tested by those that do. To parse the previously excluded entries, requires deleting main/default_controller_mappings.gen.cpp so it can be recreated.

Below is an updated 3.2 version of @akien-mga's joypad test project, which includes includes highlighting the axes (except the triggers) activated on the joypad:
Joypads.zip

@madmiraal madmiraal requested a review from a team as a code owner May 13, 2020 16:37
@Calinou Calinou added this to the 3.2 milestone May 14, 2020
@madmiraal
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Rebased following 7bf9787.

@akien-mga
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Tested locally with my generic PS3 controller, the https://github.com/godotengine/godot-demo-projects/tree/master/misc/joypads demo works well without regression.

Let's merge, and I'll ask for wide testing of controllers when I publish 3.2.3 beta 1 in coming days.

@akien-mga akien-mga merged commit 07b24de into godotengine:3.2 Jul 6, 2020
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Thanks!

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3 participants