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fixed new InputHandler deadzone querying equality being inverted
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1 changed files with 9 additions and 9 deletions
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@ -61,7 +61,7 @@ namespace MLEM.Input {
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public bool StoreAllActiveInputs;
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/// <summary>
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/// This field represents the deadzone that gamepad <see cref="Buttons"/> have when input is queried for them using this input handler.
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/// A deadzone is the percentage (between 0 and 1) that an analog value has to reach for it to be considered down (<see cref="IsGamepadButtonDown"/>) or pressed (<see cref="IsGamepadButtonPressed"/>).
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/// A deadzone is the percentage (between 0 and 1) that an analog value has to exceed for it to be considered down (<see cref="IsGamepadButtonDown"/>) or pressed (<see cref="IsGamepadButtonPressed"/>).
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/// Querying of analog values is done using <see cref="GamepadExtensions.GetAnalogValue"/>.
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/// </summary>
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public float GamepadButtonDeadzone;
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@ -451,48 +451,48 @@ namespace MLEM.Input {
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public bool IsGamepadButtonDown(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetGamepadState(i).GetAnalogValue(button) >= this.GamepadButtonDeadzone)
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if (this.GetGamepadState(i).GetAnalogValue(button) > this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetGamepadState(index).GetAnalogValue(button) >= this.GamepadButtonDeadzone;
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return this.GetGamepadState(index).GetAnalogValue(button) > this.GamepadButtonDeadzone;
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}
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/// <inheritdoc cref="GamePadState.IsButtonUp"/>
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public bool IsGamepadButtonUp(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetGamepadState(i).GetAnalogValue(button) < this.GamepadButtonDeadzone)
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if (this.GetGamepadState(i).GetAnalogValue(button) <= this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetGamepadState(index).GetAnalogValue(button) < this.GamepadButtonDeadzone;
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return this.GetGamepadState(index).GetAnalogValue(button) <= this.GamepadButtonDeadzone;
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}
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/// <inheritdoc cref="GamePadState.IsButtonDown"/>
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public bool WasGamepadButtonDown(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetLastGamepadState(i).GetAnalogValue(button) >= this.GamepadButtonDeadzone)
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if (this.GetLastGamepadState(i).GetAnalogValue(button) > this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetLastGamepadState(index).GetAnalogValue(button) >= this.GamepadButtonDeadzone;
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return this.GetLastGamepadState(index).GetAnalogValue(button) > this.GamepadButtonDeadzone;
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}
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/// <inheritdoc cref="GamePadState.IsButtonUp"/>
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public bool WasGamepadButtonUp(Buttons button, int index = -1) {
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if (index < 0) {
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for (var i = 0; i < this.ConnectedGamepads; i++) {
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if (this.GetLastGamepadState(i).GetAnalogValue(button) < this.GamepadButtonDeadzone)
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if (this.GetLastGamepadState(i).GetAnalogValue(button) <= this.GamepadButtonDeadzone)
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return true;
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}
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return false;
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}
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return this.GetLastGamepadState(index).GetAnalogValue(button) < this.GamepadButtonDeadzone;
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return this.GetLastGamepadState(index).GetAnalogValue(button) <= this.GamepadButtonDeadzone;
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}
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/// <summary>
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