Remove default global deadzone

This commit is contained in:
asdqwe 2024-10-22 19:43:34 -03:00
parent 5e3f0fd546
commit 5cb0cd13de
2 changed files with 1 additions and 12 deletions

View File

@ -1185,7 +1185,6 @@ RLAPI int GetGamepadAxisCount(int gamepad);
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
RLAPI void SetGamepadDeadzone(float deadzone); // Set gamepad global deadzone
// Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once

View File

@ -349,7 +349,6 @@ typedef struct CoreData {
char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
float globalDeadzone; // Global gamepad axis deadzone
} Gamepad;
} Input;
@ -643,7 +642,6 @@ void InitWindow(int width, int height, const char *title)
CORE.Input.Mouse.scale = (Vector2){ 1.0f, 1.0f };
CORE.Input.Mouse.cursor = MOUSE_CURSOR_ARROW;
CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_UNKNOWN;
CORE.Input.Gamepad.globalDeadzone = 0.1f;
// Initialize platform
//--------------------------------------------------------------
@ -3297,20 +3295,12 @@ float GetGamepadAxisMovement(int gamepad, int axis)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
// 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
if (movement > value + CORE.Input.Gamepad.globalDeadzone) value = CORE.Input.Gamepad.axisState[gamepad][axis];
if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
}
return value;
}
// Set gamepad global deadzone
void SetGamepadDeadzone(float deadzone)
{
if (deadzone < 0.0f) deadzone = 0.0f;
CORE.Input.Gamepad.globalDeadzone = deadzone;
}
//----------------------------------------------------------------------------------
// Module Functions Definition: Input Handling: Mouse
//----------------------------------------------------------------------------------