Chore: add deadzone for handling for over-active x/y analog inputs #35
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Like the comment in the actual code says:
This is similar to #17 , although this implementation is 'deeper' in the controller call stack. For the controllers I tested with, the implementation in #17 didn't work for every screen that handles game controller input -- such as the controller mapping screen -- whereas this implementation works system-wide.
This PR might also not solve every use case that #17 solves. Testing would be appreciated.