Fix half-axis to gamepad button value mapping

Negative half-axes were not negated when mapped onto gamepad buttons.
This commit is contained in:
Camilla Löwy 2019-03-27 20:31:32 +01:00
parent cad22cb2f6
commit c32dc3a085

View File

@ -1258,9 +1258,19 @@ GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state)
if (e->type == _GLFW_JOYSTICK_AXIS) if (e->type == _GLFW_JOYSTICK_AXIS)
{ {
const float value = js->axes[e->index] * e->axisScale + e->axisOffset; const float value = js->axes[e->index] * e->axisScale + e->axisOffset;
// HACK: This should be baked into the value transform
// TODO: Bake into transform when implementing output modifiers
if (e->axisScale < 0 || e->axisOffset < 0)
{
if (value > 0.f) if (value > 0.f)
state->buttons[i] = GLFW_PRESS; state->buttons[i] = GLFW_PRESS;
} }
else
{
if (value < 0.f)
state->buttons[i] = GLFW_PRESS;
}
}
else if (e->type == _GLFW_JOYSTICK_HATBIT) else if (e->type == _GLFW_JOYSTICK_HATBIT)
{ {
const unsigned int hat = e->index >> 4; const unsigned int hat = e->index >> 4;