It's better not to have the full range of the axis (by 1 on the negative side) than turn 0 value into -1
authorSam Lantinga <slouken@libsdl.org>
Fri, 07 Jun 2013 08:48:25 -0700
changeset 7296 a8145f734ad3
parent 7295 737cc5bad795
child 7297 c43b23f0c000
It's better not to have the full range of the axis (by 1 on the negative side) than turn 0 value into -1
src/joystick/windows/SDL_dxjoystick.c
--- a/src/joystick/windows/SDL_dxjoystick.c	Thu Jun 06 23:18:36 2013 -0700
+++ b/src/joystick/windows/SDL_dxjoystick.c	Fri Jun 07 08:48:25 2013 -0700
@@ -1495,12 +1495,12 @@
         XINPUT_STATE_EX *pXInputState = &joystick->hwdata->XInputState[joystick->hwdata->currentXInputSlot];
         XINPUT_STATE_EX *pXInputStatePrev = &joystick->hwdata->XInputState[joystick->hwdata->currentXInputSlot ^ 1];
 
-        SDL_PrivateJoystickAxis(joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
-        SDL_PrivateJoystickAxis(joystick, 1, (Sint16)(-1*pXInputState->Gamepad.sThumbLY-1) );
-        SDL_PrivateJoystickAxis(joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
-        SDL_PrivateJoystickAxis(joystick, 3, (Sint16)(-1*pXInputState->Gamepad.sThumbRY-1) );
-        SDL_PrivateJoystickAxis(joystick, 4, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger*65535/255) - 32768));
-        SDL_PrivateJoystickAxis(joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger*65535/255) - 32768));
+        SDL_PrivateJoystickAxis( joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
+        SDL_PrivateJoystickAxis( joystick, 1, (Sint16)(-pXInputState->Gamepad.sThumbLY) );
+        SDL_PrivateJoystickAxis( joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
+        SDL_PrivateJoystickAxis( joystick, 3, (Sint16)(-pXInputState->Gamepad.sThumbRY) );
+        SDL_PrivateJoystickAxis( joystick, 4, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger*65535/255) - 32768));
+        SDL_PrivateJoystickAxis( joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger*65535/255) - 32768));
 
         if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
             SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED :  SDL_RELEASED );