Fix gamepad triggers not working on web exports
Fixes #81758 DisplayServerWeb::process_joypads handles buttons 6 and 7 of the HTML5 Standard Gamepad as a special case by doing: `input->joy_axis(idx, (JoyAxis)b, s_btns[b]);` This doesn't work because there is no JoyAxis 6 or 7 in the enum To fix this we use JoyAxis::TRIGGER_LEFT and TRIGGER_RIGHT for button 6 and 7 However since we are now lying to input->joy_axis we also need to lie in the mappings for the standard gamepad in godotcontrollersdb.txt, otherwise input->joy_axis will try to find a mapping to axis 4(LT) and axis 5(RT) that's not defined. Therefore we set lefttrigger to +a4 and righttrigger to +a5 in the mapping, to match what we are actually sending. A cleaner, and more involved fix to this would be modifying input->joy_button so that it can handle analog buttons and map them to axes preserving their value instead of converting to boolean
This commit is contained in:
parent
8e666adeed
commit
9dd372f316
|
@ -8,7 +8,7 @@ __XINPUT_DEVICE__,XInput Gamepad,a:b12,b:b13,x:b14,y:b15,start:b4,guide:b10,back
|
|||
Default Android Gamepad,Default Controller,leftx:a0,lefty:a1,dpdown:h0.4,rightstick:b8,rightshoulder:b10,rightx:a2,start:b6,righty:a3,dpleft:h0.8,lefttrigger:a4,x:b2,dpup:h0.1,back:b4,leftstick:b7,leftshoulder:b9,y:b3,a:b0,dpright:h0.2,righttrigger:a5,b:b1,platform:Android,
|
||||
|
||||
# Web
|
||||
standard,Standard Gamepad Mapping,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b8,start:b9,leftstick:b10,rightstick:b11,dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,guide:b16,leftstick:b10,rightstick:b11,platform:Web,
|
||||
standard,Standard Gamepad Mapping,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:+a4,righttrigger:+a5,a:b0,b:b1,x:b2,y:b3,leftshoulder:b4,rightshoulder:b5,back:b8,start:b9,leftstick:b10,rightstick:b11,dpup:b12,dpdown:b13,dpleft:b14,dpright:b15,guide:b16,leftstick:b10,rightstick:b11,platform:Web,
|
||||
Linux24c6581a,PowerA Xbox One Cabled,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Web,
|
||||
Linux0e6f0301,Logic 3 Controller (xbox compatible),a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Web,
|
||||
Linux045e028e,Microsoft X-Box 360 pad,a:b0,b:b1,y:b3,x:b2,start:b7,guide:b8,back:b6,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:-a7,dpleft:-a6,dpdown:+a7,dpright:+a6,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Web,
|
||||
|
|
|
@ -902,8 +902,10 @@ void DisplayServerWeb::process_joypads() {
|
|||
for (int b = 0; b < s_btns_num; b++) {
|
||||
// Buttons 6 and 7 in the standard mapping need to be
|
||||
// axis to be handled as JoyAxis::TRIGGER by Godot.
|
||||
if (s_standard && (b == 6 || b == 7)) {
|
||||
input->joy_axis(idx, (JoyAxis)b, s_btns[b]);
|
||||
if (s_standard && (b == 6)) {
|
||||
input->joy_axis(idx, JoyAxis::TRIGGER_LEFT, s_btns[b]);
|
||||
} else if (s_standard && (b == 7)) {
|
||||
input->joy_axis(idx, JoyAxis::TRIGGER_RIGHT, s_btns[b]);
|
||||
} else {
|
||||
input->joy_button(idx, (JoyButton)b, s_btns[b]);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue