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Update analog trigger mode to include digital state #571
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…gers when Gamepad.hasAnalogTriggers is true. Added analog trigger check for keyboard host to avoid potential issues.
…eady handles both button and trigger values. XInput does not support both.
arntsonl
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Oct 13, 2023
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Good catch on this one. I would have had no idea we didn't treat Left/Right trigger the same on X-Input.
InfraredAces
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Oct 14, 2023
…ty#571) * Allow digital input state and analog value state to co-exist for triggers when Gamepad.hasAnalogTriggers is true. Added analog trigger check for keyboard host to avoid potential issues. * Fixed issue where Wii analog trigger options could not be changed to None * Change PS4 analog trigger state back to previous behavior. Report already handles both button and trigger values. XInput does not support both.
jack2game
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Oct 20, 2023
* Change target button for DirectInput/PS3 Mode in documentation (OpenStickCommunity#570) Change target button for DirectInput/PS3 Mode Currently both Xinput and DirectInput/PS3 Modes are labeled as being invoked by B2. This is to change the DirectInput/PS3 button to be B3. * Update analog trigger mode to include digital state (OpenStickCommunity#571) * Allow digital input state and analog value state to co-exist for triggers when Gamepad.hasAnalogTriggers is true. Added analog trigger check for keyboard host to avoid potential issues. * Fixed issue where Wii analog trigger options could not be changed to None * Change PS4 analog trigger state back to previous behavior. Report already handles both button and trigger values. XInput does not support both. * More Macro fixes (OpenStickCommunity#574) * Add Macro Board LED enabled field * Add Macro addon enable indicator in OLED * Enable Macro Lock in Focus Mode addon by default * Small cleanup * Fix default On-Board LED enable issue (OpenStickCommunity#573) * Add missing On-Board LED initialization entry * Add board LED define in default BoardConfig * Fix doc typo (OpenStickCommunity#579) * Fix Reflex CTRL SNES Pinout, Rename Reflex Encode, Add Reflex Encode V2 (OpenStickCommunity#576) * Update Reflex Encode Fighting Board config * Fix onboard LED * Reflex CTRL SNES config * Update cmake.yml * Update cmake.yml * Fix cmake.yml * Add ReflexEncodeV2 * Rename "ReflexEncoder" to "ReflexEncodeV1" and add cmake.yml entries * MiSTercade V2 Board * Just build mistercade * Add 15th button * Update BoardConfig.h * Define onboard LED GPIO * Update cmake.yml * Update BoardConfig.h * Rebase * Enable onboard LED * Fix ON_BOARD_LED * Update cmake.yml * Update Board Configs * Update usage.md * Sync with main repo * Update ReflexEncodeV2 Readme * Revert "Update ReflexEncodeV2 Readme" This reverts commit 216f71d. * Update ReflexEncodeV2 Readme * Update EncodeV1 and EncodeV2 board configs * Typo * Change ON_BOARD_LED function --------- Co-authored-by: Robot <[email protected]> Co-authored-by: TheTrain <[email protected]> * Adds config for the Rana Tadpole (OpenStickCommunity#580) * resolve issue 578 (OpenStickCommunity#581) * resolve issue 578 Fixes issue 578 by adding a check for input mode and applying a bit shift to the mid value present in the 8-bit modes before the shift down to 8-bit. The issue was from the generic gamepad 16-bit mid value being 0x7FFFF shifting down to 0x7F which is not true center for input modes, as they expect 0x80 to be center. * PS4 macros Separate PS4 and HID macros, add them to their relevant USB reports. * fix joystick midpoints (OpenStickCommunity#582) * resolve issue 578 Fixes issue 578 by adding a check for input mode and applying a bit shift to the mid value present in the 8-bit modes before the shift down to 8-bit. The issue was from the generic gamepad 16-bit mid value being 0x7FFFF shifting down to 0x7F which is not true center for input modes, as they expect 0x80 to be center. * PS4 macros Separate PS4 and HID macros, add them to their relevant USB reports. * fix joystick midpoint Create helper function and add fix to missed areas. * Update GamepadState.h * Tilt adjustments (OpenStickCommunity#584) * Mark Tilt addon as unavailable if pins are not defined when enabled. * Fix indent on tilt. * Tilt state refactor and analog mid adjustments (OpenStickCommunity#585) * Mark Tilt addon as unavailable if pins are not defined when enabled. * Fix indent on tilt. * Incorporates PR OpenStickCommunity#577 and analog mid changes from OpenStickCommunity#582 * Tilt state refactor * Allow tilt dpad mode to work with existing dpad inputs * Updating All Gamepad MID Macros to use our mid-function (OpenStickCommunity#583) * Replacing all the mid macros * Updating everything to mid * Update tilt.cpp * Fixes Macro type Press and Loop issue (OpenStickCommunity#587) * Fix looping macro first input line duration error * Fix Press macro interruptible check with debounce * Remove onboard LED pin definition from devices without an onboard LED (OpenStickCommunity#590) --------- Co-authored-by: outphase <[email protected]> Co-authored-by: Mike Parks <[email protected]> Co-authored-by: deeebug <[email protected]> Co-authored-by: AkariiinMKII <[email protected]> Co-authored-by: misteraddons <[email protected]> Co-authored-by: Robot <[email protected]> Co-authored-by: TheTrain <[email protected]> Co-authored-by: NickGuyver <[email protected]> Co-authored-by: Luke Arntson <[email protected]>
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Allow digital input state and analog value state to co-exist for triggers when Gamepad.hasAnalogTriggers is true.
Added analog trigger check for keyboard host to avoid potential issues.