Only apply the jitter filter to prevent unexpected motion on axes that haven't been touched.
diff --git a/src/joystick/SDL_joystick.c b/src/joystick/SDL_joystick.c
index f7485d3..bfce1fa 100644
--- a/src/joystick/SDL_joystick.c
+++ b/src/joystick/SDL_joystick.c
@@ -661,7 +661,6 @@ int
SDL_PrivateJoystickAxis(SDL_Joystick * joystick, Uint8 axis, Sint16 value)
{
int posted;
- const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
/* Make sure we're not getting garbage or duplicate events */
if (axis >= joystick->naxes) {
@@ -673,10 +672,12 @@ SDL_PrivateJoystickAxis(SDL_Joystick * joystick, Uint8 axis, Sint16 value)
joystick->axes[axis].zero = value;
joystick->axes[axis].has_initial_value = SDL_TRUE;
}
- if (SDL_abs(value - joystick->axes[axis].value) <= MAX_ALLOWED_JITTER) {
- return 0;
- }
if (!joystick->axes[axis].sent_initial_value) {
+ /* Make sure we don't send motion until there's real activity on this axis */
+ const int MAX_ALLOWED_JITTER = SDL_JOYSTICK_AXIS_MAX / 80; /* ShanWan PS3 controller needed 96 */
+ if (SDL_abs(value - joystick->axes[axis].value) <= MAX_ALLOWED_JITTER) {
+ return 0;
+ }
joystick->axes[axis].sent_initial_value = SDL_TRUE;
joystick->axes[axis].value = value; /* Just so we pass the check above */
SDL_PrivateJoystickAxis(joystick, axis, joystick->axes[axis].initial_value);