mirror of
https://github.com/Mr-Wiseguy/Zelda64Recomp.git
synced 2024-11-16 19:09:15 +01:00
fix: use sdl userevent to set await_stick_return when scanning for input
This commit is contained in:
parent
4abd0fe720
commit
9e829b2236
@ -192,9 +192,23 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
|
||||
SDL_ControllerAxisEvent* axis_event = &event->caxis;
|
||||
float axis_value = axis_event->value * (1/32768.0f);
|
||||
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});
|
||||
}
|
||||
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});
|
||||
}
|
||||
} else {
|
||||
|
@ -1350,6 +1350,13 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
|
||||
non_mouse_interacted = true;
|
||||
kb_interacted = true;
|
||||
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:
|
||||
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) {
|
||||
|
Loading…
Reference in New Issue
Block a user