input_common: Fix SDL controller with inverted axis

This commit is contained in:
german77 2021-11-21 12:59:51 -06:00 committed by Narr the Reg
parent 922aa9410a
commit c4760489a0
2 changed files with 8 additions and 24 deletions

View file

@ -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;