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Simplify InputDefault::joy_axis code by using float instead of struct JoyAxis
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16 changed files with 73 additions and 141 deletions
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@ -597,24 +597,16 @@ void OS_JavaScript::process_joypads() {
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continue;
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}
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for (int b = 0; b < s_btns_num; b++) {
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float value = s_btns[b];
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// Buttons 6 and 7 in the standard mapping need to be
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// axis to be handled as JOY_ANALOG by Godot.
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if (s_standard && (b == 6 || b == 7)) {
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InputDefault::JoyAxis joy_axis;
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joy_axis.min = 0;
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joy_axis.value = value;
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int a = b == 6 ? JOY_ANALOG_L2 : JOY_ANALOG_R2;
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input->joy_axis(idx, a, joy_axis);
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input->joy_axis(idx, b, s_btns[b]);
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} else {
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input->joy_button(idx, b, value);
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input->joy_button(idx, b, s_btns[b]);
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}
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}
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for (int a = 0; a < s_axes_num; a++) {
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InputDefault::JoyAxis joy_axis;
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joy_axis.min = -1;
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joy_axis.value = s_axes[a];
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input->joy_axis(idx, a, joy_axis);
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input->joy_axis(idx, a, s_axes[a]);
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}
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}
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}
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