[rcore] fix gamepad axis movement and its automation event recording (#4184)

* [rcore] fix gamepad axis movement and its automation event recording

This commit fixes 2 issues:
- Automation events aren't recorded for negative axis movements on
  gamepads (e.g. stick going left/up)
- 'GetGamepadAxisMovement' drift check isn't working correctly for
  triggers. Axis values between [-0.1, 0.1] are clamped to 0.0

Behaviour change:
- 'GetGamepadAxisMovement' returns default value for each axis, even
  if gamepad isn't attached.

* [rcore] inline body of 'GetGamepadAxisMovementDefault' and remove it
This commit is contained in:
maxmutant 2024-07-28 21:07:47 +01:00 committed by GitHub
parent e5a1fc4f20
commit 9e39788e07
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GPG Key ID: B5690EEEBB952194
1 changed files with 9 additions and 4 deletions

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@ -2952,10 +2952,14 @@ int GetGamepadAxisCount(int gamepad)
// Get axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
float value = 0;
float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
(fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) > 0.1f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabs(CORE.Input.Gamepad.axisState[gamepad][axis]);
// 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
if (movement > value + 0.1f) value = CORE.Input.Gamepad.axisState[gamepad][axis];
}
return value;
}
@ -3599,7 +3603,8 @@ static void RecordAutomationEvent(void)
for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++)
{
// Event type: INPUT_GAMEPAD_AXIS_MOTION
if (CORE.Input.Gamepad.axisState[gamepad][axis] > 0.1f)
float defaultMovement = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
if (GetGamepadAxisMovement(gamepad, axis) != defaultMovement)
{
currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
currentEventList->events[currentEventList->count].type = INPUT_GAMEPAD_AXIS_MOTION;