input_common: Fix SDL controller with inverted axis
This commit is contained in:
parent
922aa9410a
commit
c4760489a0
|
@ -220,24 +220,6 @@ public:
|
|||
return "Unknown";
|
||||
}
|
||||
|
||||
bool IsYAxis(u8 index) {
|
||||
if (!sdl_controller) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto& binding_left_y =
|
||||
SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_LEFTY);
|
||||
const auto& binding_right_y =
|
||||
SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_RIGHTY);
|
||||
if (index == binding_left_y.value.axis) {
|
||||
return true;
|
||||
}
|
||||
if (index == binding_right_y.value.axis) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
std::string guid;
|
||||
int port;
|
||||
|
@ -376,11 +358,6 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
|
|||
case SDL_JOYAXISMOTION: {
|
||||
if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
|
||||
const PadIdentifier identifier = joystick->GetPadIdentifier();
|
||||
// Vertical axis is inverted on nintendo compared to SDL
|
||||
if (joystick->IsYAxis(event.jaxis.axis)) {
|
||||
SetAxis(identifier, event.jaxis.axis, -event.jaxis.value / 32767.0f);
|
||||
break;
|
||||
}
|
||||
SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f);
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -146,7 +146,8 @@ public:
|
|||
Common::Input::AnalogProperties properties_y_,
|
||||
InputEngine* input_engine_)
|
||||
: identifier(identifier_), axis_x(axis_x_), axis_y(axis_y_), properties_x(properties_x_),
|
||||
properties_y(properties_y_), input_engine(input_engine_) {
|
||||
properties_y(properties_y_),
|
||||
input_engine(input_engine_), invert_axis_y{input_engine_->GetEngineName() == "sdl"} {
|
||||
UpdateCallback engine_callback{[this]() { OnChange(); }};
|
||||
const InputIdentifier x_input_identifier{
|
||||
.identifier = identifier,
|
||||
|
@ -181,6 +182,11 @@ public:
|
|||
.raw_value = input_engine->GetAxis(identifier, axis_y),
|
||||
.properties = properties_y,
|
||||
};
|
||||
// This is a workaround too keep compatibility with old yuzu versions. Vertical axis is
|
||||
// inverted on SDL compared to Nintendo
|
||||
if (invert_axis_y) {
|
||||
status.y.raw_value = -status.y.raw_value;
|
||||
}
|
||||
return status;
|
||||
}
|
||||
|
||||
|
@ -220,6 +226,7 @@ private:
|
|||
float last_axis_x_value;
|
||||
float last_axis_y_value;
|
||||
InputEngine* input_engine;
|
||||
const bool invert_axis_y;
|
||||
};
|
||||
|
||||
class InputFromTouch final : public Common::Input::InputDevice {
|
||||
|
|
Loading…
Reference in New Issue