has_mt_coordinates = false;
is_direct = test_bit(INPUT_PROP_DIRECT, bitmask_props);
has_touch = test_bit(BTN_TOUCH, bitmask_key);
+
/* joysticks don't necessarily have buttons; e. g.
* rudders/pedals are joystick-like, but buttonless; they have
- * other fancy axes. Others have buttons only but no axes. */
- for (button = BTN_JOYSTICK; button < BTN_DIGI && !has_joystick_axes_or_buttons; button++)
- has_joystick_axes_or_buttons = test_bit(button, bitmask_key);
- for (button = BTN_TRIGGER_HAPPY1; button <= BTN_TRIGGER_HAPPY40 && !has_joystick_axes_or_buttons; button++)
- has_joystick_axes_or_buttons = test_bit(button, bitmask_key);
- for (button = BTN_DPAD_UP; button <= BTN_DPAD_RIGHT && !has_joystick_axes_or_buttons; button++)
- has_joystick_axes_or_buttons = test_bit(button, bitmask_key);
+ * other fancy axes. Others have buttons only but no axes.
+ *
+ * The BTN_JOYSTICK range starts after the mouse range, so a mouse
+ * with more than 16 buttons runs into the joystick range (e.g. Mad
+ * Catz Mad Catz M.M.O.TE). Skip those.
+ */
+ if (!test_bit(BTN_JOYSTICK - 1, bitmask_key)) {
+ for (button = BTN_JOYSTICK; button < BTN_DIGI && !has_joystick_axes_or_buttons; button++)
+ has_joystick_axes_or_buttons = test_bit(button, bitmask_key);
+ for (button = BTN_TRIGGER_HAPPY1; button <= BTN_TRIGGER_HAPPY40 && !has_joystick_axes_or_buttons; button++)
+ has_joystick_axes_or_buttons = test_bit(button, bitmask_key);
+ for (button = BTN_DPAD_UP; button <= BTN_DPAD_RIGHT && !has_joystick_axes_or_buttons; button++)
+ has_joystick_axes_or_buttons = test_bit(button, bitmask_key);
+ }
for (axis = ABS_RX; axis < ABS_PRESSURE && !has_joystick_axes_or_buttons; axis++)
has_joystick_axes_or_buttons = test_bit(axis, bitmask_abs);