From 3381828cc6cea626c4e0dfb760b8c37aae19cd14 Mon Sep 17 00:00:00 2001 From: zoeyjodon <76182954+zoeyjodon@users.noreply.github.com> Date: Wed, 22 Nov 2023 13:34:01 -0500 Subject: [PATCH] Fix 3DS Analog Values (#8581) (cherry picked from commit 059e550e981e7b2a654b54f548c64a73f5a5fe13) --- src/joystick/n3ds/SDL_sysjoystick.c | 24 +++++++++++++++++------- 1 file changed, 17 insertions(+), 7 deletions(-) diff --git a/src/joystick/n3ds/SDL_sysjoystick.c b/src/joystick/n3ds/SDL_sysjoystick.c index 49b9937ae..9c582a728 100644 --- a/src/joystick/n3ds/SDL_sysjoystick.c +++ b/src/joystick/n3ds/SDL_sysjoystick.c @@ -32,18 +32,28 @@ #define NB_BUTTONS 23 /* - N3DS sticks values are roughly within +/-160 + N3DS sticks values are roughly within +/-170 which is too small to pass the jitter tolerance. This correction is applied to axis values so they fit better in SDL's value range. */ -#define CORRECT_AXIS_X(X) ((X * SDL_JOYSTICK_AXIS_MAX) / 160) +static inline int Correct_Axis_X(int X) { + if (X > 160) { + return SDL_JOYSTICK_AXIS_MAX; + } + else if (X < -160) { + return -SDL_JOYSTICK_AXIS_MAX; + } + return (X * SDL_JOYSTICK_AXIS_MAX) / 160; +} /* The Y axis needs to be flipped because SDL's "up" is reversed compared to libctru's "up" */ -#define CORRECT_AXIS_Y(Y) CORRECT_AXIS_X(-Y) +static inline int Correct_Axis_Y(int Y) { + return Correct_Axis_X(-Y); +} SDL_FORCE_INLINE void UpdateN3DSPressedButtons(SDL_Joystick *joystick); SDL_FORCE_INLINE void UpdateN3DSReleasedButtons(SDL_Joystick *joystick); @@ -143,12 +153,12 @@ UpdateN3DSCircle(SDL_Joystick *joystick) if (previous_state.dx != current_state.dx) { SDL_PrivateJoystickAxis(joystick, 0, - CORRECT_AXIS_X(current_state.dx)); + Correct_Axis_X(current_state.dx)); } if (previous_state.dy != current_state.dy) { SDL_PrivateJoystickAxis(joystick, 1, - CORRECT_AXIS_Y(current_state.dy)); + Correct_Axis_Y(current_state.dy)); } previous_state = current_state; } @@ -162,12 +172,12 @@ UpdateN3DSCStick(SDL_Joystick *joystick) if (previous_state.dx != current_state.dx) { SDL_PrivateJoystickAxis(joystick, 2, - CORRECT_AXIS_X(current_state.dx)); + Correct_Axis_X(current_state.dx)); } if (previous_state.dy != current_state.dy) { SDL_PrivateJoystickAxis(joystick, 3, - CORRECT_AXIS_Y(current_state.dy)); + Correct_Axis_Y(current_state.dy)); } previous_state = current_state; }