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

@@ -344,7 +344,8 @@ static void UpdateXInputJoystickState(SDL_Joystick *joystick, XINPUT_STATE *pXIn
SDL_SendJoystickAxis(timestamp, joystick, 5, ((int)pXInputState->Gamepad.bRightTrigger * 257) - 32768);
for (button = 0; button < (Uint8)SDL_arraysize(s_XInputButtons); ++button) {
SDL_SendJoystickButton(timestamp, joystick, button, (wButtons & s_XInputButtons[button]) ? SDL_PRESSED : SDL_RELEASED);
bool down = ((wButtons & s_XInputButtons[button]) != 0);
SDL_SendJoystickButton(timestamp, joystick, button, down);
}
if (wButtons & XINPUT_GAMEPAD_DPAD_UP) {