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Support pads without L2-R2, add comments
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@ -2099,22 +2099,30 @@ void CapturePad(RwInt32 padID)
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const float *axes = glfwGetJoystickAxes(glfwPad, &numAxes);
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GLFWgamepadstate gamepadState;
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if (ControlsManager.m_bFirstCapture == false)
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{
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if (ControlsManager.m_bFirstCapture == false) {
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memcpy(&ControlsManager.m_OldState, &ControlsManager.m_NewState, sizeof(ControlsManager.m_NewState));
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} else {
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// In case connected gamepad doesn't have L-R trigger axes.
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ControlsManager.m_NewState.mappedButtons[15] = ControlsManager.m_NewState.mappedButtons[16] = 0;
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}
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ControlsManager.m_NewState.buttons = (uint8*)buttons;
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ControlsManager.m_NewState.numButtons = numButtons;
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ControlsManager.m_NewState.id = glfwPad;
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ControlsManager.m_NewState.isGamepad = glfwJoystickIsGamepad(glfwPad);
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ControlsManager.m_NewState.isGamepad = glfwGetGamepadState(glfwPad, &gamepadState);
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if (ControlsManager.m_NewState.isGamepad) {
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glfwGetGamepadState(glfwPad, &gamepadState);
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memcpy(&ControlsManager.m_NewState.mappedButtons, gamepadState.buttons, sizeof(gamepadState.buttons));
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ControlsManager.m_NewState.mappedButtons[15] = gamepadState.axes[4] > -0.8f;
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ControlsManager.m_NewState.mappedButtons[16] = gamepadState.axes[5] > -0.8f;
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float lt = gamepadState.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER], rt = gamepadState.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER];
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// glfw returns 0.0 for non-existent axises(which is bullocks) so we treat it as deadzone, and keep value of previous frame.
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// otherwise if this axis is present, -1 = released, 1 = pressed
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if (lt != 0.0f)
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ControlsManager.m_NewState.mappedButtons[15] = lt > -0.8f;
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if (rt != 0.0f)
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ControlsManager.m_NewState.mappedButtons[16] = rt > -0.8f;
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}
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// TODO I'm not sure how to find/what to do with L2-R2, if joystick isn't registered in SDL database.
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// TODO? L2-R2 axes(not buttons-that's fine) on joysticks that don't have SDL gamepad mapping AREN'T handled, and I think it's impossible to do without mapping.
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if (ControlsManager.m_bFirstCapture == true) {
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memcpy(&ControlsManager.m_OldState, &ControlsManager.m_NewState, sizeof(ControlsManager.m_NewState));
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@ -2128,12 +2136,13 @@ void CapturePad(RwInt32 padID)
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RsPadEventHandler(rsPADBUTTONUP, (void *)&bs);
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// Gamepad axes are guaranteed to return 0.0f if that particular gamepad doesn't have that axis.
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// And that's really good for sticks, because gamepads return 0.0 for them when sticks are in released state.
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if ( glfwPad != -1 ) {
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leftStickPos.x = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[0] : numAxes >= 1 ? axes[0] : 0.0f;
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leftStickPos.y = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[1] : numAxes >= 2 ? axes[1] : 0.0f;
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leftStickPos.x = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[GLFW_GAMEPAD_AXIS_LEFT_X] : numAxes >= 1 ? axes[0] : 0.0f;
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leftStickPos.y = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[GLFW_GAMEPAD_AXIS_LEFT_Y] : numAxes >= 2 ? axes[1] : 0.0f;
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rightStickPos.x = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[2] : numAxes >= 3 ? axes[2] : 0.0f;
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rightStickPos.y = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[3] : numAxes >= 4 ? axes[3] : 0.0f;
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rightStickPos.x = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[GLFW_GAMEPAD_AXIS_RIGHT_X] : numAxes >= 3 ? axes[2] : 0.0f;
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rightStickPos.y = ControlsManager.m_NewState.isGamepad ? gamepadState.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y] : numAxes >= 4 ? axes[3] : 0.0f;
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}
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{
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