Fixed dolphin input
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This commit is contained in:
2026-03-11 08:11:49 -05:00
parent c77a11442c
commit 1d7516982a
4 changed files with 47 additions and 47 deletions
+4 -4
View File
@@ -49,8 +49,8 @@ void inputUpdateDolphin(void) {
PAD_ScanPads();
#ifdef DUSK_INPUT_GAMEPAD
for(uint8_t i = 0; i < INPUT_PAD_COUNT; i++) {
INPUT.platform.padState[i] = PAD_ButtonsDown(i);
for(uint8_t i = 0; i < INPUT_DOLPHIN_PAD_COUNT; i++) {
INPUT.platform.padState[i] = PAD_ButtonsHeld(i);
INPUT.platform.pads[i][INPUT_GAMEPAD_AXIS_LEFT_X] = (
INPUT_DOLPHIN_AXIS(PAD_StickX(i))
@@ -83,12 +83,12 @@ float_t inputButtonGetValueDolphin(const inputbutton_t button) {
switch(button.type) {
#ifdef DUSK_INPUT_GAMEPAD
case INPUT_BUTTON_TYPE_GAMEPAD: {
if(INPUT.padState[0] & button.gpButton) return 1.0f;
if(INPUT.platform.padState[0] & button.gpButton) return 1.0f;
return 0.0f;
}
case INPUT_BUTTON_TYPE_GAMEPAD_AXIS: {
float_t value = INPUT.pads[0][button.gpAxis.axis];
float_t value = INPUT.platform.pads[0][button.gpAxis.axis];
if(!button.gpAxis.positive) value = -value;
if(value >= INPUT.deadzone) return value;
return 0.0f;