Add joystick button index boundary check. Increase max. button number to 128 (max. buttons supported by DirectInput).
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@ -892,7 +892,8 @@ void Input::set_event_dispatch_function(EventDispatchFunc p_function) {
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void Input::joy_button(int p_device, JoyButton p_button, bool p_pressed) {
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_THREAD_SAFE_METHOD_;
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Joypad &joy = joy_names[p_device];
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//printf("got button %i, mapping is %i\n", p_button, joy.mapping);
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ERR_FAIL_INDEX((int)p_button, (int)JoyButton::MAX);
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if (joy.last_buttons[(size_t)p_button] == p_pressed) {
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return;
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}
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@ -83,7 +83,7 @@ enum class JoyButton {
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PADDLE4 = 19,
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TOUCHPAD = 20,
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SDL_MAX = 21,
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MAX = 36, // Android supports up to 36 buttons.
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MAX = 128, // Android supports up to 36 buttons. DirectInput supports up to 128 buttons.
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};
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enum class MIDIMessage {
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@ -2134,8 +2134,11 @@
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<constant name="JOY_BUTTON_SDL_MAX" value="21" enum="JoyButton">
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The number of SDL game controller buttons.
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</constant>
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<constant name="JOY_BUTTON_MAX" value="36" enum="JoyButton">
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The maximum number of game controller buttons: Android supports up to 36 buttons.
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<constant name="JOY_BUTTON_MAX" value="128" enum="JoyButton">
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The maximum number of game controller buttons supported by the engine. The actual limit may be lower on specific platforms:
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- Android: Up to 36 buttons.
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- Linux: Up to 80 buttons.
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- Windows and macOS: Up to 128 buttons.
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</constant>
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<constant name="JOY_AXIS_INVALID" value="-1" enum="JoyAxis">
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An invalid game controller axis.
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