Better gamepad axis event injection.

In the core input handling code we have checks to make sure that if axis
rapidly change sign we inject mid-points to release any pending inputmap
action.

The function though, did not correctly insert the mid-point causing
dpads mapped to an axis that behaves like tri-state buttons (-1,0,1) to
not be released correctly.

This commit fixes that by including in the check the case where the axis
swtiches from abs(1) to 0.
This commit is contained in:
Fabio Alessandrelli 2020-12-27 14:12:41 +01:00
parent 16fa4201f1
commit a1533f2c44

View file

@ -886,10 +886,10 @@ void Input::joy_axis(int p_device, int p_axis, const JoyAxis &p_value) {
jx.min = p_value.min;
jx.value = p_value.value < 0.5 ? 0.6 : 0.4;
joy_axis(p_device, p_axis, jx);
} else if (ABS(last) > 0.5 && last * p_value.value < 0) {
} else if (ABS(last) > 0.5 && last * p_value.value <= 0) {
JoyAxis jx;
jx.min = p_value.min;
jx.value = p_value.value < 0 ? 0.1 : -0.1;
jx.value = last > 0 ? 0.1 : -0.1;
joy_axis(p_device, p_axis, jx);
}