fix: use sdl userevent to set await_stick_return when scanning for input (#413)

This commit is contained in:
briaguya
2024-06-22 22:06:25 -04:00
committed by GitHub
parent cbb5e8e7a4
commit 208e3044fc
2 changed files with 21 additions and 0 deletions
+7
View File
@@ -1350,6 +1350,13 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderFramebuffer* s
non_mouse_interacted = true;
kb_interacted = true;
break;
case SDL_EventType::SDL_USEREVENT:
if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY) {
ui_context->rml.await_stick_return_y = true;
} else if (cur_event.user.code == SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {
ui_context->rml.await_stick_return_x = true;
}
break;
case SDL_EventType::SDL_CONTROLLERAXISMOTION:
SDL_ControllerAxisEvent* axis_event = &cur_event.caxis;
if (axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTY && axis_event->axis != SDL_GameControllerAxis::SDL_CONTROLLER_AXIS_LEFTX) {