This news might excite some: We now have analog stick support in retroplayer AND the gui. It took so long as I had to get my new joystick abstraction finished first - I threw out all the old input processing code, so this was a good move on my part.
In the keymap.xml's <global> section, change it to
Code:
<axis id="1" limit="-1">Left</axis>
<axis id="1" limit="+1">Right</axis>
<axis id="2" limit="-1">Up</axis>
<axis id="2" limit="+1">Down</axis>
This has the effect that pushing the analog stick >= 50% right will send a single Right action. After an initial delay (500ms) it will then send more Right actions at a 100ms period until the right stick is moved < 50%. This behavior mirrors keyboard keys.
For RetroPlayer, I added the following to <FullscreenGame>:
Code:
<axis id="1" limit="-1">JoypadLeft</axis>
<axis id="1" limit="+1">JoypadRight</axis>
<axis id="2" limit="-1">JoypadUp</axis>
<axis id="2" limit="+1">JoypadDown</axis>
<axis id="3" limit="+1">AnalogRewind</axis>
<axis id="3" limit="-1">AnalogFastForward</axis>
If your gamepad driver treats hat presses as analog axes, this will fix all your problems and generally make you more successful in life.
Unfortunately, there's a regression where scrolling in menus goes three items at a time
I'm looking into this