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authorLisandro Lorea <lisandrolorea@gmail.com>2024-07-25 00:35:05 -0300
committerLisandro Lorea <lisandrolorea@gmail.com>2024-08-14 16:13:16 -0300
commit9dd372f3164f3daf01c02d1f4ba304ffde47f394 (patch)
tree9ca0396a9a4760bd6f6c62ca8a0446fc8a15ef03 /modules/regex/regex.cpp
parent8e666adeed99328fda02e47429c8e45f36cd5ae1 (diff)
downloadredot-engine-9dd372f3164f3daf01c02d1f4ba304ffde47f394.tar.gz
Fix gamepad triggers not working on web exports
Fixes #81758 DisplayServerWeb::process_joypads handles buttons 6 and 7 of the HTML5 Standard Gamepad as a special case by doing: `input->joy_axis(idx, (JoyAxis)b, s_btns[b]);` This doesn't work because there is no JoyAxis 6 or 7 in the enum To fix this we use JoyAxis::TRIGGER_LEFT and TRIGGER_RIGHT for button 6 and 7 However since we are now lying to input->joy_axis we also need to lie in the mappings for the standard gamepad in godotcontrollersdb.txt, otherwise input->joy_axis will try to find a mapping to axis 4(LT) and axis 5(RT) that's not defined. Therefore we set lefttrigger to +a4 and righttrigger to +a5 in the mapping, to match what we are actually sending. A cleaner, and more involved fix to this would be modifying input->joy_button so that it can handle analog buttons and map them to axes preserving their value instead of converting to boolean
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