skip xinput trigger threshold check

This commit is contained in:
Katharine Chui committed 2023-11-11 16:03:08 +08:00
1 parent 2036f1c36a
commit cdd6f2f5c9
1 file changed
+2 -8
+2 -8
View File
@@ -236,14 +236,8 @@ void XinputDevice::UpdatePad(int pad, const XINPUT_STATE &state, XINPUT_VIBRATIO
sendAxis(JOYSTICK_AXIS_Y, (float)state.Gamepad.sThumbLY / 32767.0f, 1);
sendAxis(JOYSTICK_AXIS_Z, (float)state.Gamepad.sThumbRX / 32767.0f, 2);
sendAxis(JOYSTICK_AXIS_RZ, (float)state.Gamepad.sThumbRY / 32767.0f, 3);
if (NormalizedDeadzoneDiffers(prevState[pad].Gamepad.bLeftTrigger, state.Gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
sendAxis(JOYSTICK_AXIS_LTRIGGER, (float)state.Gamepad.bLeftTrigger / 255.0f, 4);
}
if (NormalizedDeadzoneDiffers(prevState[pad].Gamepad.bRightTrigger, state.Gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD)) {
sendAxis(JOYSTICK_AXIS_RTRIGGER, (float)state.Gamepad.bRightTrigger / 255.0f, 5);
}
sendAxis(JOYSTICK_AXIS_LTRIGGER, (float)state.Gamepad.bLeftTrigger / 255.0f, 4);
sendAxis(JOYSTICK_AXIS_RTRIGGER, (float)state.Gamepad.bRightTrigger / 255.0f, 5);
if (axisCount) {
NativeAxis(axis, axisCount);