Thread (8 messages) 8 messages, 3 authors, 2014-01-09

Re: [PATCH] Input: gamepad - use independent axes for analog D-Pad buttons

From: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Date: 2013-12-30 18:52:01

On Mon, Dec 30, 2013 at 12:20:20PM +0100, Antonio Ospite wrote:
On Sun, 29 Dec 2013 16:52:09 -0800
Dmitry Torokhov [off-list ref] wrote:
quoted
Hi Antonio,

On Mon, Dec 23, 2013 at 05:17:43PM +0100, Antonio Ospite wrote:
quoted
Model this part of the API after the Sony PlayStation 3 Controller which
exposes independent analog values for each one of the D-Pad buttons.

The PS3 programming API psl1ght also maps the analog D-Pad buttons
individually.
Hmm, even though the hardware is capable of producing independent analog
values does are they really useful? Looking at my PS3 controller I do
not think users will be pressing up/down and left/right dpad buttons at
the same time.
I must agree it's unlikely, while still possible.
quoted
I'd rather keep using ABS_HAT0X/Y unless there is really good reason for
introducing new events.
Having analog D-Pad values reported independently was proposed for these
reasons:

 - it matches _some_ existing hardware closely (that was the main
   reason TBH, to simplify the drivers);

 - it happens to follow what it's being done for D-Pad digital buttons,
   they are also reported independently.

However if some other hardware reported D-Pad axis combined already
then I agree that using something like ABS_HAT0X/Y is safer, I see
decomposing HORIZ/VERT into the separate LEFT/RIGHT and UP/DOWN to be
less intuitive (not harder tho).

Another doubt: David, in the other email you mentioned we could use
ABS_DPAD_HORIZ/VERT, any particular reason to introduce them in place
of ABS_HAT0X/Y?
I think xpad driver mapping (while in no way perfect) uses HAT0 for that.

Thanks.

-- 
Dmitry
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