TASEmulators / TASEmulators/BizHawk
Gamepad axis deadzone while binding
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- Dominant language
- C#
- Stars
- 2.8k
- Forks
- 468
- PR merge metrics
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Description
The deadzones for axes ("float controls") currently only applies when calculating virtual input. A separate deadzone, hardcoded in the input method, is applied when using the binding dialogs. A "global" deadzone should be added to the bottom of Config > Controllers... and Config > Hotkeys....
until then, here's a Lua script for debugging gamepads when a "host deadzone" is desperately needed
local WINDOW = 100;
local concat_names = function(list)
local s = "";
local l = "";
for k, _ in pairs(list) do
l = l..k.." ";
if #l > 60 then
s = s..l.."\n";
l = "";
end
end
return s..l;
end;
local held = {};
local held_str = "";
while true do
for k, v in pairs(input.get()) do held[k] = v; end
if emu.framecount() % WINDOW == 0 then
held_str = concat_names(held);
held = {};
end
gui.text(0, 0, held_str, nil, "bottomleft");
emu.frameadvance();
end
see also my notes #27, my notes #145
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the input method's hardcoded binding-dialog deadzone and the Config > Controllers... and Config > Hotkeys... dialogs. Confirm the global setting is applied to axis binding while preserving the existing virtual-input deadzone behavior; done when both dialogs expose the setting and binding no longer uses a separate hardcoded value.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- desktop
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100