Added some FIXMEs.
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@ -1448,6 +1448,7 @@ SDL_SYS_JoystickUpdate_XInput(SDL_Joystick * joystick)
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XINPUT_STATE_EX *pXInputState = &joystick->hwdata->XInputState[joystick->hwdata->currentXInputSlot];
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XINPUT_STATE_EX *pXInputStatePrev = &joystick->hwdata->XInputState[joystick->hwdata->currentXInputSlot ^ 1];
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/* !!! FIXME: why isn't this just using SDL_PrivateJoystickAxis_Int()? */
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SDL_PrivateJoystickAxis( joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
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SDL_PrivateJoystickAxis( joystick, 1, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbLY)) );
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SDL_PrivateJoystickAxis( joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
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@ -1455,6 +1456,7 @@ SDL_SYS_JoystickUpdate_XInput(SDL_Joystick * joystick)
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SDL_PrivateJoystickAxis( joystick, 4, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger*65535/255) - 32768));
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SDL_PrivateJoystickAxis( joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger*65535/255) - 32768));
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/* !!! FIXME: why isn't this just using SDL_PrivateJoystickButton_Int(), instead of keeping these two alternating state buffers? */
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
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SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
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if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )
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