Remove errors for gamepad element mismatch

Because there are controllers in the wild using the same hardware ID
despite having different numbers of buttons and axes, an error message
was triggered that was only expected for a corrupted mapping database.

This removes the error for now, in preparation for better error handling
for gamepad mappings overall.

Fixes #1763.
This commit is contained in:
Camilla Löwy 2021-06-25 19:49:38 +02:00
parent 52d8347d34
commit 6876cf8d7e
2 changed files with 2 additions and 12 deletions

View File

@ -141,6 +141,8 @@ information on what to include when reporting a bug.
- Bugfix: Some extension loader headers did not prevent default OpenGL header
inclusion (#1695)
- Bugfix: Buffers were swapped at creation on single-buffered windows (#1873)
- Bugfix: Gamepad mapping updates could spam `GLFW_INVALID_VALUE` due to
incompatible controllers sharing hardware ID (#1763)
- [Win32] Added the `GLFW_WIN32_KEYBOARD_MENU` window hint for enabling access
to the window menu
- [Win32] Added a version info resource to the GLFW DLL

View File

@ -101,25 +101,13 @@ static _GLFWmapping* findValidMapping(const _GLFWjoystick* js)
for (i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++)
{
if (!isValidElementForJoystick(mapping->buttons + i, js))
{
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid button in gamepad mapping %s (%s)",
mapping->guid,
mapping->name);
return NULL;
}
}
for (i = 0; i <= GLFW_GAMEPAD_AXIS_LAST; i++)
{
if (!isValidElementForJoystick(mapping->axes + i, js))
{
_glfwInputError(GLFW_INVALID_VALUE,
"Invalid axis in gamepad mapping %s (%s)",
mapping->guid,
mapping->name);
return NULL;
}
}
}