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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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@@ -902,8 +902,10 @@ void DisplayServerWeb::process_joypads() {
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for (int b = 0; b < s_btns_num; 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 JoyAxis::TRIGGER by Godot.
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if (s_standard && (b == 6 || b == 7)) {
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input->joy_axis(idx, (JoyAxis)b, s_btns[b]);
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if (s_standard && (b == 6)) {
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input->joy_axis(idx, JoyAxis::TRIGGER_LEFT, s_btns[b]);
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} else if (s_standard && (b == 7)) {
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input->joy_axis(idx, JoyAxis::TRIGGER_RIGHT, s_btns[b]);
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} else {
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input->joy_button(idx, (JoyButton)b, s_btns[b]);
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}
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