fix: set correct default axes for gamepads that are not connected (inside rcore_desktop_glfw.c) (#5444)

* fix: set correct default axes for gamepads that are not connected

`glfwGetGamepadState` will set all gamepad state variables to 0.0 if required gamepad is not connected, but `RecordAutomationEvent()` inside rcore.c expects trigger axes to be -1.0f when gamepad is not connected. Since SDL and RGFW return -1.0f in such case, this change is aligning it with them

* updated comment in rcore_desktop_glfw.c
This commit is contained in:
Dino
2025-12-26 20:46:09 +01:00
committed by GitHub
parent 5e14ac5a2e
commit aee6734cff

View File

@@ -1266,8 +1266,14 @@ void PollInputEvents(void)
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
GLFWgamepadstate state = { 0 };
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
int isGamepadConnected = glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
if (!isGamepadConnected)
{
// setting axes to expected resting value instead of GLFW's 0.0f default when gamepad isnt connected
state.axes[GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
state.axes[GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
}
const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < MAX_GAMEPAD_BUTTONS); k++)