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@ -146,7 +146,8 @@ public: |
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Common::Input::AnalogProperties properties_y_, |
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Common::Input::AnalogProperties properties_y_, |
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InputEngine* input_engine_) |
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InputEngine* input_engine_) |
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: identifier(identifier_), axis_x(axis_x_), axis_y(axis_y_), properties_x(properties_x_), |
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: identifier(identifier_), axis_x(axis_x_), axis_y(axis_y_), properties_x(properties_x_), |
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properties_y(properties_y_), input_engine(input_engine_) { |
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properties_y(properties_y_), |
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input_engine(input_engine_), invert_axis_y{input_engine_->GetEngineName() == "sdl"} { |
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UpdateCallback engine_callback{[this]() { OnChange(); }}; |
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UpdateCallback engine_callback{[this]() { OnChange(); }}; |
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const InputIdentifier x_input_identifier{ |
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const InputIdentifier x_input_identifier{ |
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.identifier = identifier, |
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.identifier = identifier, |
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@ -181,6 +182,11 @@ public: |
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.raw_value = input_engine->GetAxis(identifier, axis_y), |
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.raw_value = input_engine->GetAxis(identifier, axis_y), |
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.properties = properties_y, |
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.properties = properties_y, |
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}; |
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}; |
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// This is a workaround too keep compatibility with old yuzu versions. Vertical axis is
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// inverted on SDL compared to Nintendo
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if (invert_axis_y) { |
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status.y.raw_value = -status.y.raw_value; |
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} |
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return status; |
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return status; |
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} |
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} |
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@ -220,6 +226,7 @@ private: |
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float last_axis_x_value; |
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float last_axis_x_value; |
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float last_axis_y_value; |
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float last_axis_y_value; |
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InputEngine* input_engine; |
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InputEngine* input_engine; |
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const bool invert_axis_y; |
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}; |
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}; |
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class InputFromTouch final : public Common::Input::InputDevice { |
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class InputFromTouch final : public Common::Input::InputDevice { |
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