Improved gamepad sensing logic
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@4927 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -238,7 +238,8 @@ void InputManager::inputSensing(Input::InputType type, int deviceID, int btnID,
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m_max_sensed_type = type;
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// don't notify on first axis value (unless the axis is pushed to the maximum)
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if(m_mode == INPUT_SENSE_GAMEPAD && type == Input::IT_STICKMOTION && first_value && abs(value) != Input::MAX_VALUE)
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if (m_mode == INPUT_SENSE_GAMEPAD && type == Input::IT_STICKMOTION &&
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first_value && abs(value) < Input::MAX_VALUE*3.0f/4.0f)
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{
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std::cout << "not notifying on first value\n";
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return;
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@ -246,8 +247,8 @@ void InputManager::inputSensing(Input::InputType type, int deviceID, int btnID,
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}
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// Notify the completion of the input sensing when key is released
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if( abs(value) < Input::MAX_VALUE/2 && m_sensed_input->deviceID == deviceID &&
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m_sensed_input->btnID == btnID)
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if (abs(value) < Input::MAX_VALUE/2 && m_sensed_input->deviceID == deviceID &&
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m_sensed_input->btnID == btnID)
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{
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OptionsScreenInput::getInstance()->gotSensedInput(m_sensed_input);
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}
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