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Ignore axis jitter when mapping controllers
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6d00166813
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@ -143,6 +143,7 @@ static SDL_GameControllerExtendedBind s_arrBindings[BINDING_COUNT];
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typedef struct
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{
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SDL_bool m_bMoving;
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int m_nLastValue;
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int m_nStartingValue;
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int m_nFarthestValue;
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} AxisState;
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@ -461,14 +462,20 @@ WatchJoystick(SDL_Joystick * joystick)
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break;
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case SDL_JOYAXISMOTION:
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if (event.jaxis.which == nJoystickID) {
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const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
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AxisState *pAxisState = &s_arrAxisState[event.jaxis.axis];
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int nValue = event.jaxis.value;
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int nCurrentDistance, nFarthestDistance;
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if (!pAxisState->m_bMoving) {
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Sint16 nInitialValue;
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pAxisState->m_bMoving = SDL_JoystickGetAxisInitialState(joystick, event.jaxis.axis, &nInitialValue);
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pAxisState->m_nLastValue = nInitialValue;
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pAxisState->m_nStartingValue = nInitialValue;
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pAxisState->m_nFarthestValue = nInitialValue;
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} else if (SDL_abs(nValue - pAxisState->m_nLastValue) <= MAX_ALLOWED_JITTER) {
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break;
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} else {
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pAxisState->m_nLastValue = nValue;
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}
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nCurrentDistance = SDL_abs(nValue - pAxisState->m_nStartingValue);
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nFarthestDistance = SDL_abs(pAxisState->m_nFarthestValue - pAxisState->m_nStartingValue);
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