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authorgerman77 <juangerman-13@hotmail.com>2021-11-21 19:59:51 +0100
committerNarr the Reg <juangerman-13@hotmail.com>2021-11-25 03:30:28 +0100
commitc4760489a0386cdeaed68ecbed7f87532193743e (patch)
tree2ac91b9c1c6bb0bb70fe7bcf148b2469e96e7247 /src/input_common
parentbootmanager: Use cross-platform keyboard input (diff)
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Diffstat (limited to 'src/input_common')
-rw-r--r--src/input_common/drivers/sdl_driver.cpp23
-rw-r--r--src/input_common/input_poller.cpp9
2 files changed, 8 insertions, 24 deletions
diff --git a/src/input_common/drivers/sdl_driver.cpp b/src/input_common/drivers/sdl_driver.cpp
index 0b24f1858..d5af6c09b 100644
--- a/src/input_common/drivers/sdl_driver.cpp
+++ b/src/input_common/drivers/sdl_driver.cpp
@@ -220,24 +220,6 @@ public:
return "Unknown";
}
- bool IsYAxis(u8 index) {
- if (!sdl_controller) {
- return false;
- }
-
- const auto& binding_left_y =
- SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_LEFTY);
- const auto& binding_right_y =
- SDL_GameControllerGetBindForAxis(sdl_controller.get(), SDL_CONTROLLER_AXIS_RIGHTY);
- if (index == binding_left_y.value.axis) {
- return true;
- }
- if (index == binding_right_y.value.axis) {
- return true;
- }
- return false;
- }
-
private:
std::string guid;
int port;
@@ -376,11 +358,6 @@ void SDLDriver::HandleGameControllerEvent(const SDL_Event& event) {
case SDL_JOYAXISMOTION: {
if (const auto joystick = GetSDLJoystickBySDLID(event.jaxis.which)) {
const PadIdentifier identifier = joystick->GetPadIdentifier();
- // Vertical axis is inverted on nintendo compared to SDL
- if (joystick->IsYAxis(event.jaxis.axis)) {
- SetAxis(identifier, event.jaxis.axis, -event.jaxis.value / 32767.0f);
- break;
- }
SetAxis(identifier, event.jaxis.axis, event.jaxis.value / 32767.0f);
}
break;
diff --git a/src/input_common/input_poller.cpp b/src/input_common/input_poller.cpp
index 92cf690cd..7e4eafded 100644
--- a/src/input_common/input_poller.cpp
+++ b/src/input_common/input_poller.cpp
@@ -146,7 +146,8 @@ public:
Common::Input::AnalogProperties properties_y_,
InputEngine* input_engine_)
: identifier(identifier_), axis_x(axis_x_), axis_y(axis_y_), properties_x(properties_x_),
- properties_y(properties_y_), input_engine(input_engine_) {
+ properties_y(properties_y_),
+ input_engine(input_engine_), invert_axis_y{input_engine_->GetEngineName() == "sdl"} {
UpdateCallback engine_callback{[this]() { OnChange(); }};
const InputIdentifier x_input_identifier{
.identifier = identifier,
@@ -181,6 +182,11 @@ public:
.raw_value = input_engine->GetAxis(identifier, axis_y),
.properties = properties_y,
};
+ // This is a workaround too keep compatibility with old yuzu versions. Vertical axis is
+ // inverted on SDL compared to Nintendo
+ if (invert_axis_y) {
+ status.y.raw_value = -status.y.raw_value;
+ }
return status;
}
@@ -220,6 +226,7 @@ private:
float last_axis_x_value;
float last_axis_y_value;
InputEngine* input_engine;
+ const bool invert_axis_y;
};
class InputFromTouch final : public Common::Input::InputDevice {