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Win32: Remove deadzone logic from XInput path
Related to #1021. Related to #1045.
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@ -173,6 +173,7 @@ information on what to include when reporting a bug.
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- Bugfix: The scancode for synthetic key release events was always zero
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- Bugfix: The scancode for synthetic key release events was always zero
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- [Win32] Added system error strings to relevant GLFW error descriptions (#733)
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- [Win32] Added system error strings to relevant GLFW error descriptions (#733)
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- [Win32] Moved to `WM_INPUT` for disabled cursor mode motion input (#125)
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- [Win32] Moved to `WM_INPUT` for disabled cursor mode motion input (#125)
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- [Win32] Removed XInput circular deadzone from joystick axis data (#1045)
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- [Win32] Bugfix: Undecorated windows could not be iconified by the user (#861)
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- [Win32] Bugfix: Undecorated windows could not be iconified by the user (#861)
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- [Win32] Bugfix: Deadzone logic could underflow with some controllers (#910)
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- [Win32] Bugfix: Deadzone logic could underflow with some controllers (#910)
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- [Win32] Bugfix: Bitness test in `FindVulkan.cmake` was VS specific (#928)
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- [Win32] Bugfix: Bitness test in `FindVulkan.cmake` was VS specific (#928)
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@ -675,7 +675,6 @@ int _glfwPlatformPollJoystick(_GLFWjoystick* js, int mode)
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int i, dpad = 0;
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int i, dpad = 0;
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DWORD result;
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DWORD result;
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XINPUT_STATE xis;
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XINPUT_STATE xis;
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float axes[6] = { 0.f, 0.f, 0.f, 0.f, -1.f, -1.f };
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const WORD buttons[10] =
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const WORD buttons[10] =
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{
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{
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XINPUT_GAMEPAD_A,
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XINPUT_GAMEPAD_A,
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@ -702,32 +701,12 @@ int _glfwPlatformPollJoystick(_GLFWjoystick* js, int mode)
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if (mode == _GLFW_POLL_PRESENCE)
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if (mode == _GLFW_POLL_PRESENCE)
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return GLFW_TRUE;
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return GLFW_TRUE;
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if ((float) xis.Gamepad.sThumbLX * xis.Gamepad.sThumbLX +
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_glfwInputJoystickAxis(js, 0, (xis.Gamepad.sThumbLX + 0.5f) / 32767.f);
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(float) xis.Gamepad.sThumbLY * xis.Gamepad.sThumbLY >
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_glfwInputJoystickAxis(js, 1, (xis.Gamepad.sThumbLY + 0.5f) / 32767.f);
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(float) XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE *
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_glfwInputJoystickAxis(js, 2, (xis.Gamepad.sThumbRX + 0.5f) / 32767.f);
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XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE)
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_glfwInputJoystickAxis(js, 3, (xis.Gamepad.sThumbRY + 0.5f) / 32767.f);
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{
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_glfwInputJoystickAxis(js, 4, xis.Gamepad.bLeftTrigger / 127.5f - 1.f);
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axes[0] = (xis.Gamepad.sThumbLX + 0.5f) / 32767.f;
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_glfwInputJoystickAxis(js, 5, xis.Gamepad.bRightTrigger / 127.5f - 1.f);
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axes[1] = (xis.Gamepad.sThumbLY + 0.5f) / 32767.f;
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}
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if ((float) xis.Gamepad.sThumbRX * xis.Gamepad.sThumbRX +
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(float) xis.Gamepad.sThumbRY * xis.Gamepad.sThumbRY >
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(float) XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE *
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XINPUT_GAMEPAD_RIGHT_THUMB_DEADZONE)
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{
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axes[2] = (xis.Gamepad.sThumbRX + 0.5f) / 32767.f;
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axes[3] = (xis.Gamepad.sThumbRY + 0.5f) / 32767.f;
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}
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if (xis.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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axes[4] = xis.Gamepad.bLeftTrigger / 127.5f - 1.f;
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if (xis.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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axes[5] = xis.Gamepad.bRightTrigger / 127.5f - 1.f;
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for (i = 0; i < 6; i++)
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_glfwInputJoystickAxis(js, i, axes[i]);
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for (i = 0; i < 10; i++)
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for (i = 0; i < 10; i++)
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{
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{
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