Use SDL_bool where appropriate in SDL events

This involved changing button state from Uint8 to SDL_bool, and made SDL_PRESSED and SDL_RELEASED unnecessary.

Fixes https://github.com/libsdl-org/SDL/issues/10069
This commit is contained in:
Sam Lantinga
2024-09-09 09:18:02 -07:00
parent 7d1bbae6b2
commit 6fc6e3dc7e
89 changed files with 935 additions and 956 deletions

View File

@@ -325,7 +325,7 @@ static void EMSCRIPTEN_JoystickUpdate(SDL_Joystick *joystick)
{
EmscriptenGamepadEvent gamepadState;
SDL_joylist_item *item = (SDL_joylist_item *)joystick->hwdata;
int i, result, buttonState;
int i, result;
Uint64 timestamp = SDL_GetTicksNS();
emscripten_sample_gamepad_data();
@@ -336,8 +336,8 @@ static void EMSCRIPTEN_JoystickUpdate(SDL_Joystick *joystick)
if (gamepadState.timestamp == 0 || gamepadState.timestamp != item->timestamp) {
for (i = 0; i < item->nbuttons; i++) {
if (item->digitalButton[i] != gamepadState.digitalButton[i]) {
buttonState = gamepadState.digitalButton[i] ? SDL_PRESSED : SDL_RELEASED;
SDL_SendJoystickButton(timestamp, item->joystick, i, buttonState);
bool down = (gamepadState.digitalButton[i] != 0);
SDL_SendJoystickButton(timestamp, item->joystick, i, down);
}
// store values to compare them in the next update