Revert "More than one binding might trigger a gamepad button"
This reverts commit 6251504ac8aeb632cba5c9bb3502ad3628bc1bb3. This is added CPU cost for a use case that was never supported. testcontroller will explicitly clear any previous binding, so I'm backing this out until there is a good use case.main
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0bcd9944a3
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538292c1da
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@ -269,6 +269,7 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
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} else {
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SDL_SendGamepadButton(timestamp, gamepad, binding->output.button, state);
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}
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break;
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}
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}
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}
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@ -2423,28 +2424,24 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
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if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
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valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
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if (valid_input_range && value >= threshold) {
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retval = SDL_PRESSED;
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if (valid_input_range) {
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retval = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED;
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break;
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}
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} else {
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valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
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if (valid_input_range && value <= threshold) {
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retval = SDL_PRESSED;
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if (valid_input_range) {
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retval = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED;
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break;
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}
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}
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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if (SDL_GetJoystickButton(gamepad->joystick, binding->input.button)) {
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retval = SDL_TRUE;
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break;
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}
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retval = SDL_GetJoystickButton(gamepad->joystick, binding->input.button);
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break;
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
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int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat);
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if (hat_mask & binding->input.hat.hat_mask) {
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retval = SDL_TRUE;
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break;
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}
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retval = (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
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break;
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}
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}
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}
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