From 9dd372f3164f3daf01c02d1f4ba304ffde47f394 Mon Sep 17 00:00:00 2001 From: Lisandro Lorea Date: Thu, 25 Jul 2024 00:35:05 -0300 Subject: 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 --- platform/web/display_server_web.cpp | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) (limited to 'platform/web') diff --git a/platform/web/display_server_web.cpp b/platform/web/display_server_web.cpp index 40de4e523b..4e55cc137a 100644 --- a/platform/web/display_server_web.cpp +++ b/platform/web/display_server_web.cpp @@ -902,8 +902,10 @@ void DisplayServerWeb::process_joypads() { for (int b = 0; b < s_btns_num; b++) { // Buttons 6 and 7 in the standard mapping need to be // axis to be handled as JoyAxis::TRIGGER by Godot. - if (s_standard && (b == 6 || b == 7)) { - input->joy_axis(idx, (JoyAxis)b, s_btns[b]); + if (s_standard && (b == 6)) { + input->joy_axis(idx, JoyAxis::TRIGGER_LEFT, s_btns[b]); + } else if (s_standard && (b == 7)) { + input->joy_axis(idx, JoyAxis::TRIGGER_RIGHT, s_btns[b]); } else { input->joy_button(idx, (JoyButton)b, s_btns[b]); } -- cgit v1.2.3