fix: use sdl userevent to set await_stick_return when scanning for input

This commit is contained in:
briaguya 2024-06-22 12:44:09 -04:00
parent 4abd0fe720
commit 9e829b2236
2 changed files with 21 additions and 0 deletions

View File

@ -192,9 +192,23 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
SDL_ControllerAxisEvent* axis_event = &event->caxis; SDL_ControllerAxisEvent* axis_event = &event->caxis;
float axis_value = axis_event->value * (1/32768.0f); float axis_value = axis_event->value * (1/32768.0f);
if (axis_value > axis_threshold) { if (axis_value > axis_threshold) {
SDL_Event set_stick_return_event;
set_stick_return_event.type = SDL_USEREVENT;
set_stick_return_event.user.code = axis_event->axis;
set_stick_return_event.user.data1 = nullptr;
set_stick_return_event.user.data2 = nullptr;
recompui::queue_event(set_stick_return_event);
set_scanned_input({(uint32_t)InputType::ControllerAnalog, axis_event->axis + 1}); set_scanned_input({(uint32_t)InputType::ControllerAnalog, axis_event->axis + 1});
} }
else if (axis_value < -axis_threshold) { else if (axis_value < -axis_threshold) {
SDL_Event set_stick_return_event;
set_stick_return_event.type = SDL_USEREVENT;
set_stick_return_event.user.code = axis_event->axis;
set_stick_return_event.user.data1 = nullptr;
set_stick_return_event.user.data2 = nullptr;
recompui::queue_event(set_stick_return_event);
set_scanned_input({(uint32_t)InputType::ControllerAnalog, -axis_event->axis - 1}); set_scanned_input({(uint32_t)InputType::ControllerAnalog, -axis_event->axis - 1});
} }
} else { } else {

View File

@ -1350,6 +1350,13 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
non_mouse_interacted = true; non_mouse_interacted = true;
kb_interacted = true; kb_interacted = true;
break; break;
case SDL_EventType::SDL_USEREVENT:
if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) {
ui_context->rml.await_stick_return_y = true;
} else if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
ui_context->rml.await_stick_return_x = true;
}
break;
case SDL_EventType::SDL_CONTROLLERAXISMOTION: case SDL_EventType::SDL_CONTROLLERAXISMOTION:
SDL_ControllerAxisEvent* axis_event = &cur_event.caxis; SDL_ControllerAxisEvent* axis_event = &cur_event.caxis;
if (axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY && axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) { if (axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY && axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {