More than one binding might trigger a gamepad button

This commit is contained in:
Sam Lantinga
2023-07-15 01:17:55 -07:00
parent b40fb5c51e
commit 0bcd9944a3

View File

@@ -269,7 +269,6 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
} else { } else {
SDL_SendGamepadButton(timestamp, gamepad, binding->output.button, state); SDL_SendGamepadButton(timestamp, gamepad, binding->output.button, state);
} }
break;
} }
} }
} }
@@ -2424,24 +2423,28 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2; int threshold = binding->input.axis.axis_min + (binding->input.axis.axis_max - binding->input.axis.axis_min) / 2;
if (binding->input.axis.axis_min < binding->input.axis.axis_max) { if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max); valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
if (valid_input_range) { if (valid_input_range && value >= threshold) {
retval = (value >= threshold) ? SDL_PRESSED : SDL_RELEASED; retval = SDL_PRESSED;
break; break;
} }
} else { } else {
valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min); valid_input_range = (value >= binding->input.axis.axis_max && value <= binding->input.axis.axis_min);
if (valid_input_range) { if (valid_input_range && value <= threshold) {
retval = (value <= threshold) ? SDL_PRESSED : SDL_RELEASED; retval = SDL_PRESSED;
break; break;
} }
} }
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) { } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
retval = SDL_GetJoystickButton(gamepad->joystick, binding->input.button); if (SDL_GetJoystickButton(gamepad->joystick, binding->input.button)) {
break; retval = SDL_TRUE;
break;
}
} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) { } else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat); int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat);
retval = (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED; if (hat_mask & binding->input.hat.hat_mask) {
break; retval = SDL_TRUE;
break;
}
} }
} }
} }