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

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On Sun, 29 Dec 2013 16:52:09 -0800
Dmitry Torokhov <dmitry.torokhov@xxxxxxxxx> wrote:

> Hi Antonio,
> 
> On Mon, Dec 23, 2013 at 05:17:43PM +0100, Antonio Ospite wrote:
> > 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.

> 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?

Thanks,
   Antonio

-- 
Antonio Ospite
http://ao2.it

A: Because it messes up the order in which people normally read text.
   See http://en.wikipedia.org/wiki/Posting_style
Q: Why is top-posting such a bad thing?
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