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[Backport] [Joysticks] Fix mapping PS4 trigger analog semiaxes #25225

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merged 1 commit into from
May 28, 2024

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@garbear garbear commented May 16, 2024

Description

Backport of #25175.

Motivation and context

Fix is broken out from #24604, as it doesn't touch Android.

How has this been tested?

Tested as part of my RetroPlayer builds since January: https://github.com/garbear/xbmc/releases

What is the effect on users?

  • Improved trigger detection in controller button mapper

Types of change

  • Bug fix (non-breaking change which fixes an issue)
  • Clean up (non-breaking change which removes non-working, unmaintained functionality)
  • Improvement (non-breaking change which improves existing functionality)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that will cause existing functionality to change)
  • Cosmetic change (non-breaking change that doesn't touch code)
  • Student submission (PR was done for educational purposes and will be treated as such)
  • None of the above (please explain below)

Rapid input is dropped when buttonmapping, because some controllers send
multiple events per button press with different button IDs.

For example, on many PlayStation controllers, the triggers send an analog
event, and a digital event when the trigger crosses about halfway. The 0.5
analog event arrives shortly before or shortly after the digital  event.

The bug: If the digital button is ignored, the analog event may be detected
as rapid input and dropped. This is fixed by prioritizing the "IsIngored"
check.
@garbear garbear added this to the Omega 21.1 milestone May 16, 2024
@garbear garbear added Type: Fix non-breaking change which fixes an issue Component: Input Type: Backport v21 Omega labels May 16, 2024
@garbear garbear merged commit 9a0014f into xbmc:Omega May 28, 2024
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@garbear garbear deleted the backport-mapping-triggers branch May 28, 2024 21:56
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Component: Input Type: Backport Type: Fix non-breaking change which fixes an issue v21 Omega
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