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.
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@ -783,10 +783,10 @@ void InputDefault::joy_axis(int p_device, int p_axis, const JoyAxis &p_value) {
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jx.min = p_value.min;
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jx.value = p_value.value < 0.5 ? 0.6 : 0.4;
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joy_axis(p_device, p_axis, jx);
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} else if (ABS(last) > 0.5 && last * p_value.value < 0) {
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} else if (ABS(last) > 0.5 && last * p_value.value <= 0) {
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JoyAxis jx;
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jx.min = p_value.min;
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jx.value = p_value.value < 0 ? 0.1 : -0.1;
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jx.value = last > 0 ? 0.1 : -0.1;
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joy_axis(p_device, p_axis, jx);
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}
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