fix: use sdl userevent to set await_stick_return when scanning for input (#413)
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@ -192,9 +192,23 @@ bool sdl_event_filter(void* userdata, SDL_Event* event) {
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SDL_ControllerAxisEvent* axis_event = &event->caxis;
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float axis_value = axis_event->value * (1/32768.0f);
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if (axis_value > axis_threshold) {
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SDL_Event set_stick_return_event;
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set_stick_return_event.type = SDL_USEREVENT;
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set_stick_return_event.user.code = axis_event->axis;
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set_stick_return_event.user.data1 = nullptr;
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set_stick_return_event.user.data2 = nullptr;
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recompui::queue_event(set_stick_return_event);
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set_scanned_input({(uint32_t)InputType::ControllerAnalog, axis_event->axis + 1});
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}
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else if (axis_value < -axis_threshold) {
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SDL_Event set_stick_return_event;
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set_stick_return_event.type = SDL_USEREVENT;
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set_stick_return_event.user.code = axis_event->axis;
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set_stick_return_event.user.data1 = nullptr;
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set_stick_return_event.user.data2 = nullptr;
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recompui::queue_event(set_stick_return_event);
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set_scanned_input({(uint32_t)InputType::ControllerAnalog, -axis_event->axis - 1});
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}
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} else {
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@ -1350,6 +1350,13 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
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non_mouse_interacted = true;
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kb_interacted = true;
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break;
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case SDL_EventType::SDL_USEREVENT:
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if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) {
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ui_context->rml.await_stick_return_y = true;
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} else if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
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ui_context->rml.await_stick_return_x = true;
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}
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break;
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case SDL_EventType::SDL_CONTROLLERAXISMOTION:
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SDL_ControllerAxisEvent* axis_event = &cur_event.caxis;
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if (axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY && axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
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