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@@ -28,13 +28,6 @@ void InputSourceGameController::gameControllerDeleter(SDL_GameController * gameC
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}
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InputSourceGameController::InputSourceGameController():
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- configTriggerTreshold(settings["input"]["controllerTriggerTreshold"].Float()),
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- configAxisDeadZone(settings["input"]["controllerAxisDeadZone"].Float()),
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- configAxisFullZone(settings["input"]["controllerAxisFullZone"].Float()),
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- configPointerSpeed(settings["input"]["controllerPointerSpeed"].Float()),
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- configPointerScale(settings["input"]["controllerPointerScale"].Float()),
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- configPanningSpeed(settings["input"]["controllerPanningSpeed"].Float()),
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- configPanningScale(settings["input"]["controllerPanningScale"].Float()),
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cursorAxisValueX(0),
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cursorAxisValueY(0),
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cursorPlanDisX(0.0),
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@@ -45,7 +38,14 @@ InputSourceGameController::InputSourceGameController():
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scrollAxisValueX(0),
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scrollAxisValueY(0),
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scrollPlanDisX(0.0),
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- scrollPlanDisY(0.0)
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+ scrollPlanDisY(0.0),
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+ configTriggerTreshold(settings["input"]["controllerTriggerTreshold"].Float()),
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+ configAxisDeadZone(settings["input"]["controllerAxisDeadZone"].Float()),
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+ configAxisFullZone(settings["input"]["controllerAxisFullZone"].Float()),
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+ configPointerSpeed(settings["input"]["controllerPointerSpeed"].Float()),
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+ configPointerScale(settings["input"]["controllerPointerScale"].Float()),
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+ configPanningSpeed(settings["input"]["controllerPanningSpeed"].Float()),
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+ configPanningScale(settings["input"]["controllerPanningScale"].Float())
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{
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tryOpenAllGameControllers();
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}
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@@ -129,7 +129,7 @@ void InputSourceGameController::handleEventDeviceRemapped(const SDL_ControllerDe
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openGameController(device.which);
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}
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-double InputSourceGameController::getRealAxisValue(int value)
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+double InputSourceGameController::getRealAxisValue(int value) const
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{
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double ratio = static_cast<double>(value) / SDL_JOYSTICK_AXIS_MAX;
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double greenZone = configAxisFullZone - configAxisDeadZone;
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@@ -323,7 +323,7 @@ void InputSourceGameController::handleScrollUpdate(int32_t deltaTimeMs)
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}
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}
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-bool InputSourceGameController::isScrollAxisReleased()
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+bool InputSourceGameController::isScrollAxisReleased() const
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{
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- return scrollAxisValueX == 0 && scrollAxisValueY == 0;
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+ return vstd::isAlmostZero(scrollAxisValueX) && vstd::isAlmostZero(scrollAxisValueY);
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}
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