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Make controller aiming analog #1818

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9 changes: 5 additions & 4 deletions src/MenuActionBar.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -563,6 +563,7 @@ void MenuActionBar::checkAction(std::vector<ActionData> &action_queue) {
for (unsigned i = 0; i < slots_count; i++) {
ActionData action;
action.hotkey = i;
bool have_analog_aim = inpt->mode == InputState::MODE_JOYSTICK || inpt->usingMouse();
bool have_aim = false;
slot_activated[i] = false;

Expand Down Expand Up @@ -605,7 +606,7 @@ void MenuActionBar::checkAction(std::vector<ActionData> &action_queue) {
}

// joystick/keyboard action button
else if (!inpt->usingMouse() && slots[i]->checkClick() == WidgetSlot::ACTIVATE) {
else if (!have_analog_aim && slots[i]->checkClick() == WidgetSlot::ACTIVATE) {
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I don't think this is correct, as it is handling the player clicking on an action bar slot as opposed to clicking on the play field.

have_aim = false;
slot_activated[i] = true;
action.power = hotkeys_mod[i];
Expand All @@ -614,17 +615,17 @@ void MenuActionBar::checkAction(std::vector<ActionData> &action_queue) {

// pressing hotkey
else if (i<10 && inpt->pressing[i + Input::BAR_1]) {
have_aim = inpt->usingMouse();
have_aim = have_analog_aim;
action.power = hotkeys_mod[i];
twostep_slot = -1;
}
else if (i==10 && inpt->pressing[Input::MAIN1] && !inpt->lock[Input::MAIN1] && !Utils::isWithinRect(window_area, inpt->mouse) && enable_main1) {
have_aim = inpt->usingMouse();
have_aim = have_analog_aim;
action.power = hotkeys_mod[10];
twostep_slot = -1;
}
else if (i==11 && inpt->pressing[Input::MAIN2] && !inpt->lock[Input::MAIN2] && !Utils::isWithinRect(window_area, inpt->mouse) && enable_main2) {
have_aim = inpt->usingMouse();
have_aim = have_analog_aim;
action.power = hotkeys_mod[11];
twostep_slot = -1;
}
Expand Down
8 changes: 3 additions & 5 deletions src/SDLInputState.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -276,11 +276,6 @@ void SDLInputState::initBindings() {

setBind(Input::PAUSE, InputBind::GAMEPAD, SDL_CONTROLLER_BUTTON_START, NULL);

setBind(Input::AIM_RIGHT, InputBind::GAMEPAD_AXIS, (SDL_CONTROLLER_AXIS_RIGHTX*2), NULL);
setBind(Input::AIM_DOWN, InputBind::GAMEPAD_AXIS, (SDL_CONTROLLER_AXIS_RIGHTY*2), NULL);
setBind(Input::AIM_LEFT, InputBind::GAMEPAD_AXIS, (SDL_CONTROLLER_AXIS_RIGHTX*2) + 1, NULL);
setBind(Input::AIM_UP, InputBind::GAMEPAD_AXIS, (SDL_CONTROLLER_AXIS_RIGHTY*2) + 1, NULL);

// Not user-modifiable
setBind(Input::CTRL, InputBind::KEY, SDL_SCANCODE_LCTRL, NULL);
setBind(Input::CTRL, InputBind::KEY, SDL_SCANCODE_RCTRL, NULL);
Expand Down Expand Up @@ -511,6 +506,9 @@ void SDLInputState::handle() {

SDL_JoystickID joy_id = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(gamepad));
if (joy_id == event.jbutton.which) {
mouse.x = SDL_GameControllerGetAxis(gamepad, SDL_CONTROLLER_AXIS_RIGHTX) + settings->view_w_half;
mouse.y = SDL_GameControllerGetAxis(gamepad, SDL_CONTROLLER_AXIS_RIGHTY) + settings->view_h_half;

for (int key=0; key<KEY_COUNT; key++) {
for (size_t i = 0; i < binding[key].size(); ++i) {
int bind_axis = binding[key][i].bind / 2;
Expand Down