Fix axis count being reset to 0
This commit is contained in:
parent
b76d20d7d2
commit
f872f239e4
|
|
@ -862,11 +862,6 @@ void PollInputEvents(void)
|
||||||
// Reset last gamepad button/axis registered state
|
// Reset last gamepad button/axis registered state
|
||||||
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
|
||||||
|
|
||||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
|
||||||
{
|
|
||||||
CORE.Input.Gamepad.axisCount[i] = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Register previous keys states
|
// Register previous keys states
|
||||||
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
|
for (int i = 0; i < MAX_KEYBOARD_KEYS; i++)
|
||||||
{
|
{
|
||||||
|
|
@ -1529,6 +1524,7 @@ static void InitDrmJoystick(int index, const char *path)
|
||||||
for (int axis = 0; axis < ABS_MAX; axis++)
|
for (int axis = 0; axis < ABS_MAX; axis++)
|
||||||
{
|
{
|
||||||
if (MI_IS_BIT_SET(abs_bits, axis)) {
|
if (MI_IS_BIT_SET(abs_bits, axis)) {
|
||||||
|
TraceLog(LOG_INFO, TextFormat("Gamepad %d has axis %d", index, axis);
|
||||||
CORE.Input.Gamepad.axisCount[index]++;
|
CORE.Input.Gamepad.axisCount[index]++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user