[Fixed] Controller support

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Re: Controller support

Postby Graf Zahl » Wed Apr 08, 2020 2:45 am

in_joystick was the inherited one from early porting work. I switched all places over to use use_joystick which is the one used everywhere in the backend and removed in_joystick.
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Re: Controller support

Postby bisk89 » Wed Apr 08, 2020 4:46 am

Tested, but still not working for me :(
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Re: Controller support

Postby mjr4077au » Wed Apr 08, 2020 5:25 am

So when enabling controller support, it now enables without a restart which is great, but there's two active code paths at play as per the screenshot.

When I move in the menu, input is recognised twice and therefore goes skips options etc. Unfortunately the net result is this still doesn't work in-game.

controllerWoes.PNG
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Re: Controller support

Postby bisk89 » Wed Apr 08, 2020 2:18 pm

mjr4077au wrote:So when enabling controller support, it now enables without a restart which is great, but there's two active code paths at play as per the screenshot.

When I move in the menu, input is recognised twice and therefore goes skips options etc. Unfortunately the net result is this still doesn't work in-game.

controllerWoes.PNG


I'm not 100% sure, but it also happens sometimes in GZdoom
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Re: Controller support

Postby bisk89 » Tue Apr 14, 2020 4:07 am

Any chances for fixing this issue soon? Please :)
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Re: Controller support

Postby mjr4077au » Tue Apr 14, 2020 4:16 am

bisk89 wrote:Any chances for fixing this issue soon? Please :)

There's so much work that Graf's doing right now to try and unify the backends between GZDoom and Raze, similar to how the music system is unified by use of the ZMusic library. It's highly likely that joypads aren't working due to some bullshit minute difference between the two projects, etc.

Will try to take a further look but as you might have seen from some recent bug posts, the Linux experience isn't great at the moment as a whole and Blood isn't loading either due to some palette changes. Probably a bit higher in priority, sadly :(
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Re: Controller support

Postby Graf Zahl » Tue Apr 14, 2020 5:53 am

mjr4077au wrote:
bisk89 wrote:Any chances for fixing this issue soon? Please :)

There's so much work that Graf's doing right now to try and unify the backends between GZDoom and Raze, similar to how the music system is unified by use of the ZMusic library. It's highly likely that joypads aren't working due to some bullshit minute difference between the two projects, etc.(


These problems are a real pain in the ass. Once the backends are unified they should be reduced quite a bit because feedback for one engine will quickly be picked up by the other - and GZDoom simply has a lot more users.

One problem of course is that some of the design flaws owed to ZDoom's long history need to be fixed as well.
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Re: Controller support

Postby bisk89 » Fri Apr 17, 2020 3:47 am

mjr4077au & Graf Zahl, thank you for your response. Then I will wait patiently :)
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Re: Controller support

Postby mjr4077au » Thu Jun 11, 2020 6:48 am

@bisk89, thank you for your patience :). Are you able to build from this branch and test joysticks in Duke 3D on macOS for me? This is tested on an XInput Xbox 360 controller under Windows. https://github.com/mjr4077au/Raze/tree/JoyFixes. `duke_compatibility_15` should be off as well.

I'm interested in feedback on:

- Does it work?
- How's the out of box sensitivity (was going for playability at 1.5x sensitivity)?
- What you think as a game pad/joystick user would be optimal?
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Re: Controller support

Postby mjr4077au » Sat Jun 13, 2020 1:19 am

This can be closed by way of https://github.com/coelckers/Raze/commi ... 3cc7710ecb. Joysticks have been tested with another user successfully following changes to the code.
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