N3DS: Use macro to correct axis.

Using `(value * SDL max) / 3DS max` allows for marginally better
accuracy compared to `value * (SDL max / 3DS max)`.
This commit is contained in:
Pierre Wendling 2022-10-10 00:00:52 -04:00 committed by Sam Lantinga
parent 49c25b1daf
commit 43a2b0b1e5
1 changed files with 7 additions and 7 deletions

View File

@ -34,16 +34,16 @@
/*
N3DS sticks values are roughly within +/-160
which is too small to pass the jitter tolerance.
This correction factor is applied to axis values
This correction is applied to axis values
so they fit better in SDL's value range.
*/
#define CORRECTION_FACTOR_X SDL_JOYSTICK_AXIS_MAX / 160
#define CORRECT_AXIS_X(X) ((X * SDL_JOYSTICK_AXIS_MAX) / 160)
/*
The Y axis needs to be flipped because SDL's "up"
is reversed compared to libctru's "up"
*/
#define CORRECTION_FACTOR_Y -CORRECTION_FACTOR_X
#define CORRECT_AXIS_Y(Y) CORRECT_AXIS_X(-Y)
SDL_FORCE_INLINE void UpdateN3DSPressedButtons(SDL_Joystick *joystick);
SDL_FORCE_INLINE void UpdateN3DSReleasedButtons(SDL_Joystick *joystick);
@ -151,12 +151,12 @@ UpdateN3DSCircle(SDL_Joystick *joystick)
if (previous_state.dx != current_state.dx) {
SDL_PrivateJoystickAxis(joystick,
0,
current_state.dx * CORRECTION_FACTOR_X);
CORRECT_AXIS_X(current_state.dx));
}
if (previous_state.dy != current_state.dy) {
SDL_PrivateJoystickAxis(joystick,
1,
current_state.dy * CORRECTION_FACTOR_Y);
CORRECT_AXIS_Y(current_state.dy));
}
previous_state = current_state;
}
@ -170,12 +170,12 @@ UpdateN3DSCStick(SDL_Joystick *joystick)
if (previous_state.dx != current_state.dx) {
SDL_PrivateJoystickAxis(joystick,
2,
current_state.dx * CORRECTION_FACTOR_X);
CORRECT_AXIS_X(current_state.dx));
}
if (previous_state.dy != current_state.dy) {
SDL_PrivateJoystickAxis(joystick,
3,
current_state.dy * CORRECTION_FACTOR_Y);
CORRECT_AXIS_Y(current_state.dy));
}
previous_state = current_state;
}