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author | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2020-12-27 14:12:41 +0100 |
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committer | Fabio Alessandrelli <fabio.alessandrelli@gmail.com> | 2021-01-18 12:30:38 +0100 |
commit | a1533f2c447216cbc15750782c3438eab671834f (patch) | |
tree | 5827868a2eb2efa7355e18ff0523055e3d974e4b | |
parent | 16fa4201f1c2f3b46c63e6d9933333e97354c753 (diff) |
Better gamepad axis event injection.
In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.
The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.
This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
-rw-r--r-- | core/input/input.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/core/input/input.cpp b/core/input/input.cpp index c96884a7b3..2e3f112ebc 100644 --- a/core/input/input.cpp +++ b/core/input/input.cpp @@ -886,10 +886,10 @@ void Input::joy_axis(int p_device, int p_axis, const JoyAxis &p_value) { jx.min = p_value.min; jx.value = p_value.value < 0.5 ? 0.6 : 0.4; joy_axis(p_device, p_axis, jx); - } else if (ABS(last) > 0.5 && last * p_value.value < 0) { + } else if (ABS(last) > 0.5 && last * p_value.value <= 0) { JoyAxis jx; jx.min = p_value.min; - jx.value = p_value.value < 0 ? 0.1 : -0.1; + jx.value = last > 0 ? 0.1 : -0.1; joy_axis(p_device, p_axis, jx); } |