mirror of
https://github.com/moonlight-stream/moonlight-android.git
synced 2026-02-16 10:31:07 +00:00
Remove button emulation
It was never well documented to users and it really only makes sense with much older controllers that don't have Start or Select buttons.
This commit is contained in:
@@ -40,12 +40,6 @@ public class ControllerHandler implements InputManager.InputDeviceListener, UsbD
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private static final int MINIMUM_BUTTON_DOWN_TIME_MS = 25;
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private static final int EMULATING_SPECIAL = 0x1;
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private static final int EMULATING_SELECT = 0x2;
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private static final int EMULATED_SPECIAL_UP_DELAY_MS = 100;
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private static final int EMULATED_SELECT_UP_DELAY_MS = 30;
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private final Vector2d inputVector = new Vector2d();
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private final SparseArray<InputDeviceContext> inputDeviceContexts = new SparseArray<>();
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@@ -1422,41 +1416,6 @@ public class ControllerHandler implements InputManager.InputDeviceListener, UsbD
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return false;
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}
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// Check if we're emulating the select button
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if ((context.emulatingButtonFlags & ControllerHandler.EMULATING_SELECT) != 0)
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{
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// If either start or LB is up, select comes up too
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if ((context.inputMap & ControllerPacket.PLAY_FLAG) == 0 ||
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(context.inputMap & ControllerPacket.LB_FLAG) == 0)
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{
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context.inputMap &= ~ControllerPacket.BACK_FLAG;
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context.emulatingButtonFlags &= ~ControllerHandler.EMULATING_SELECT;
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try {
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Thread.sleep(EMULATED_SELECT_UP_DELAY_MS);
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} catch (InterruptedException ignored) {}
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}
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}
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// Check if we're emulating the special button
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if ((context.emulatingButtonFlags & ControllerHandler.EMULATING_SPECIAL) != 0)
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{
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// If either start or select and RB is up, the special button comes up too
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if ((context.inputMap & ControllerPacket.PLAY_FLAG) == 0 ||
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((context.inputMap & ControllerPacket.BACK_FLAG) == 0 &&
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(context.inputMap & ControllerPacket.RB_FLAG) == 0))
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{
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context.inputMap &= ~ControllerPacket.SPECIAL_BUTTON_FLAG;
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context.emulatingButtonFlags &= ~ControllerHandler.EMULATING_SPECIAL;
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try {
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Thread.sleep(EMULATED_SPECIAL_UP_DELAY_MS);
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} catch (InterruptedException ignored) {}
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}
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}
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sendControllerInputPacket(context);
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if (context.pendingExit && context.inputMap == 0) {
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@@ -1576,29 +1535,6 @@ public class ControllerHandler implements InputManager.InputDeviceListener, UsbD
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context.pendingExit = true;
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}
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// Start+LB acts like select for controllers with one button
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if (context.inputMap == (ControllerPacket.PLAY_FLAG | ControllerPacket.LB_FLAG) ||
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(context.inputMap == ControllerPacket.PLAY_FLAG &&
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SystemClock.uptimeMillis() - context.lastLbUpTime <= MAXIMUM_BUMPER_UP_DELAY_MS))
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{
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context.inputMap &= ~(ControllerPacket.PLAY_FLAG | ControllerPacket.LB_FLAG);
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context.inputMap |= ControllerPacket.BACK_FLAG;
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context.emulatingButtonFlags |= ControllerHandler.EMULATING_SELECT;
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}
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// We detect select+start or start+RB as the special button combo
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if (context.inputMap == (ControllerPacket.PLAY_FLAG | ControllerPacket.BACK_FLAG) ||
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context.inputMap == (ControllerPacket.PLAY_FLAG | ControllerPacket.RB_FLAG) ||
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(context.inputMap == ControllerPacket.PLAY_FLAG &&
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SystemClock.uptimeMillis() - context.lastRbUpTime <= MAXIMUM_BUMPER_UP_DELAY_MS))
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{
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context.inputMap &= ~(ControllerPacket.BACK_FLAG | ControllerPacket.PLAY_FLAG | ControllerPacket.RB_FLAG);
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context.inputMap |= ControllerPacket.SPECIAL_BUTTON_FLAG;
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context.emulatingButtonFlags |= ControllerHandler.EMULATING_SPECIAL;
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}
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// We don't need to send repeat key down events, but the platform
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// sends us events that claim to be repeats but they're from different
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// devices, so we just send them all and deal with some duplicates.
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@@ -1744,8 +1680,6 @@ public class ControllerHandler implements InputManager.InputDeviceListener, UsbD
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public boolean hasJoystickAxes;
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public boolean pendingExit;
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public int emulatingButtonFlags = 0;
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// Used for OUYA bumper state tracking since they force all buttons
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// up when the OUYA button goes down. We watch the last time we get
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// a bumper up and compare that to our maximum delay when we receive
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