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Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched.
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@ -661,7 +661,6 @@ int
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SDL_PrivateJoystickAxis(SDL_Joystick * joystick, Uint8 axis, Sint16 value)
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{
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int posted;
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const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
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/* Make sure we're not getting garbage or duplicate events */
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if (axis >= joystick->naxes) {
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@ -673,10 +672,12 @@ SDL_PrivateJoystickAxis(SDL_Joystick * joystick, Uint8 axis, Sint16 value)
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joystick->axes[axis].zero = value;
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joystick->axes[axis].has_initial_value = SDL_TRUE;
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}
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if (SDL_abs(value - joystick->axes[axis].value) <= MAX_ALLOWED_JITTER) {
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return 0;
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}
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if (!joystick->axes[axis].sent_initial_value) {
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/* Make sure we don't send motion until there's real activity on this axis */
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const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
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if (SDL_abs(value - joystick->axes[axis].value) <= MAX_ALLOWED_JITTER) {
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return 0;
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}
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joystick->axes[axis].sent_initial_value = SDL_TRUE;
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joystick->axes[axis].value = value; /* Just so we pass the check above */
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SDL_PrivateJoystickAxis(joystick, axis, joystick->axes[axis].initial_value);
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