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Diffstat (limited to 'platform/windows/joypad_windows.cpp')
-rw-r--r--platform/windows/joypad_windows.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/platform/windows/joypad_windows.cpp b/platform/windows/joypad_windows.cpp
index 2adf2a8652..821d4eb685 100644
--- a/platform/windows/joypad_windows.cpp
+++ b/platform/windows/joypad_windows.cpp
@@ -112,7 +112,8 @@ bool JoypadWindows::is_xinput_device(const GUID *p_guid) {
return false;
}
dev_list = (PRAWINPUTDEVICELIST)malloc(sizeof(RAWINPUTDEVICELIST) * dev_list_count);
- if (!dev_list) return false;
+ if (!dev_list)
+ return false;
if (GetRawInputDeviceList(dev_list, &dev_list_count, sizeof(RAWINPUTDEVICELIST)) == (UINT)-1) {
free(dev_list);
@@ -267,7 +268,8 @@ void JoypadWindows::close_joypad(int id) {
return;
}
- if (!d_joypads[id].attached) return;
+ if (!d_joypads[id].attached)
+ return;
d_joypads[id].di_joy->Unacquire();
d_joypads[id].di_joy->Release();
@@ -345,12 +347,12 @@ void JoypadWindows::process_joypads() {
button_mask = button_mask * 2;
}
- input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(joy.state.Gamepad.sThumbLX, true));
- input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(joy.state.Gamepad.sThumbLY, true, false, true));
- input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(joy.state.Gamepad.sThumbRX, true));
- input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(joy.state.Gamepad.sThumbRY, true, false, true));
- input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(joy.state.Gamepad.bLeftTrigger, true, true));
- input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(joy.state.Gamepad.bRightTrigger, true, true));
+ input->joy_axis(joy.id, JOY_AXIS_LEFT_X, axis_correct(joy.state.Gamepad.sThumbLX, true));
+ input->joy_axis(joy.id, JOY_AXIS_LEFT_Y, axis_correct(joy.state.Gamepad.sThumbLY, true, false, true));
+ input->joy_axis(joy.id, JOY_AXIS_RIGHT_X, axis_correct(joy.state.Gamepad.sThumbRX, true));
+ input->joy_axis(joy.id, JOY_AXIS_RIGHT_Y, axis_correct(joy.state.Gamepad.sThumbRY, true, false, true));
+ input->joy_axis(joy.id, JOY_AXIS_TRIGGER_LEFT, axis_correct(joy.state.Gamepad.bLeftTrigger, true, true));
+ input->joy_axis(joy.id, JOY_AXIS_TRIGGER_RIGHT, axis_correct(joy.state.Gamepad.bRightTrigger, true, true));
joy.last_packet = joy.state.dwPacketNumber;
}
uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);