SDL input filtering

This commit is contained in:
Henrik Rydgård 2023-11-11 14:38:34 +01:00
parent 89c320fe2b
commit 566d9f67f6

View file

@ -204,12 +204,13 @@ DinputDevice::~DinputDevice() {
}
void SendNativeAxis(InputDeviceID deviceId, int value, int &lastValue, InputAxis axisId) {
AxisInput axis;
axis.deviceId = deviceId;
axis.axisId = axisId;
axis.value = (float)value * (1.0f / 10000.0f); // Convert axis to normalised float
NativeAxis(&axis, 1);
if (value != lastValue) {
AxisInput axis;
axis.deviceId = deviceId;
axis.axisId = axisId;
axis.value = (float)value * (1.0f / 10000.0f); // Convert axis to normalised float
NativeAxis(&axis, 1);
}
lastValue = value;
}
@ -286,7 +287,7 @@ void DinputDevice::ApplyButtons(DIJOYSTATE2 &state) {
// Now the POV hat, which can technically go in any degree but usually does not.
if (LOWORD(state.rgdwPOV[0]) != lastPOV_[0]) {
KeyInput dpad[4];
KeyInput dpad[4]{};
for (int i = 0; i < 4; ++i) {
dpad[i].deviceId = DEVICE_ID_PAD_0 + pDevNum;
dpad[i].flags = KEY_UP;