Updated the axis event processing to pay attention to dead zones.

A little more complicated than just ignoring values in the dead zone since
we have to bring them back to 0... but not much more complicated than that.
accellbaker
Paul Speed 6 years ago
parent 27bd16979c
commit ac60a134d2
  1. 26
      jme3-examples/src/main/java/jme3test/input/TestJoystick.java

@ -1,9 +1,12 @@
package jme3test.input;
import java.util.*;
import com.jme3.app.SimpleApplication;
import com.jme3.collision.CollisionResult;
import com.jme3.collision.CollisionResults;
import com.jme3.font.BitmapText;
import com.jme3.input.DefaultJoystickAxis;
import com.jme3.input.Joystick;
import com.jme3.input.JoystickAxis;
import com.jme3.input.JoystickButton;
@ -160,9 +163,29 @@ public class TestJoystick extends SimpleApplication {
*/
protected class JoystickEventListener implements RawInputListener {
private Map<JoystickAxis, Float> lastValues = new HashMap<>();
public void onJoyAxisEvent(JoyAxisEvent evt) {
Float last = lastValues.remove(evt.getAxis());
float value = evt.getValue();
// Check the axis dead zone. InputManager normally does this
// by default but not for raw events like we get here.
float effectiveDeadZone = Math.max(inputManager.getAxisDeadZone(), evt.getAxis().getDeadZone());
if( Math.abs(value) < effectiveDeadZone ) {
if( last == null ) {
// Just skip the event
return;
}
// Else set the value to 0
lastValues.remove(evt.getAxis());
value = 0;
}
setViewedJoystick( evt.getAxis().getJoystick() );
gamepad.setAxisValue( evt.getAxis(), evt.getValue() );
gamepad.setAxisValue( evt.getAxis(), value );
if( value != 0 ) {
lastValues.put(evt.getAxis(), value);
}
}
public void onJoyButtonEvent(JoyButtonEvent evt) {
@ -266,6 +289,7 @@ public class TestJoystick extends SimpleApplication {
}
public void setAxisValue( JoystickAxis axis, float value ) {
System.out.println( "Axis:" + axis.getName() + "=" + value );
if( axis == axis.getJoystick().getXAxis() ) {
setXAxis(value);

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