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rofl0r avatar rofl0r commented on September 13, 2024

ok, the thread was already removed in 2b41f49 , but still with current HEAD of SDL2 branch the problem persists

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rofl0r avatar rofl0r commented on September 13, 2024

maybe @sharkwouter has an idea where SDL_JoystickUpdate() is supposed to be called from ?

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rofl0r avatar rofl0r commented on September 13, 2024

ok, the thread was already removed in 2b41f49 , but still with current HEAD of SDL2 branch the problem persists

hmm, that commit fixed the issue too on real hardware, now it's only PPSSPP that doesnt detect short keypresses.

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sharkwouter avatar sharkwouter commented on September 13, 2024

Okay, thanks for updating. I would personally use the gamepad API. It's easier to use and works more consistently. I don't know if that fixes the issue in PPSSPP, though.

Here is an example of how input is processed in OceanPop: https://github.com/sharkwouter/oceanpop/blob/master/src/EventManager.cpp

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rofl0r avatar rofl0r commented on September 13, 2024

i've been testing the sceCtrlReadLatch function and it seems to work best in that it mimics "keyrepeats" that SDL only provides for keyboard events. i was able to circumvent that issue though by creating a timer that fires its own events every 25 ms after a button was pressed and not yet released. it's nicer to be able to use pure SDL code for everything, so also the "desktop version" of the app behaves identical. thanks for your link, reading it now.

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sharkwouter avatar sharkwouter commented on September 13, 2024

If something doesn't work like on desktop on real hardware then that's a bug. I've never used that function, though.

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