Fix D combo with MTC

This commit is contained in:
Marc Riera 2023-12-10 16:16:37 +01:00
parent 8aa9a02c21
commit bd2213f14f
5 changed files with 10 additions and 9 deletions

View file

@ -1,5 +1,6 @@
use std::fs::File; use std::fs::File;
use std::io::{Write}; use std::io::Write;
use bitflags::bitflags; use bitflags::bitflags;
use crate::controller::physical::ControllerState; use crate::controller::physical::ControllerState;
use crate::controller::emulated::{DeviceDescriptor, ENDPOINT1}; use crate::controller::emulated::{DeviceDescriptor, ENDPOINT1};

View file

@ -70,8 +70,8 @@ pub fn update_gadget(state: &mut ControllerState) {
} }
if !state.combo && state.button_a { buttons1.insert(Buttons1::A) } if !state.combo && state.button_a { buttons1.insert(Buttons1::A) }
if state.button_b { buttons1.insert(Buttons1::B) } if state.button_b { buttons1.insert(Buttons1::B) }
if !state.combo && state.button_c { buttons1.insert(Buttons1::C) } if state.button_c { buttons1.insert(Buttons1::C) }
if state.button_d { buttons1.insert(Buttons1::D) } if !state.combo && state.button_d { buttons1.insert(Buttons1::D) }
if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) } if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) }
if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) } if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) }
if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) } if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) }

View file

@ -70,8 +70,8 @@ pub fn update_gadget(state: &mut ControllerState) {
} }
if !state.combo && state.button_a { buttons1.insert(Buttons1::A) } if !state.combo && state.button_a { buttons1.insert(Buttons1::A) }
if state.button_b { buttons1.insert(Buttons1::B) } if state.button_b { buttons1.insert(Buttons1::B) }
if !state.combo && state.button_c { buttons1.insert(Buttons1::C) } if state.button_c { buttons1.insert(Buttons1::C) }
if state.button_d { buttons1.insert(Buttons1::D) } if !state.combo && state.button_d { buttons1.insert(Buttons1::D) }
if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) } if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) }
if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) } if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) }
if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) } if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) }

View file

@ -70,8 +70,8 @@ pub fn update_gadget(state: &mut ControllerState) {
} }
if !state.combo && state.button_a { buttons1.insert(Buttons1::A) } if !state.combo && state.button_a { buttons1.insert(Buttons1::A) }
if state.button_b { buttons1.insert(Buttons1::B) } if state.button_b { buttons1.insert(Buttons1::B) }
if !state.combo && state.button_c { buttons1.insert(Buttons1::C) } if state.button_c { buttons1.insert(Buttons1::C) }
if state.button_d { buttons1.insert(Buttons1::D) } if !state.combo && state.button_d { buttons1.insert(Buttons1::D) }
if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) } if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) }
if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) } if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) }
if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) } if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) }

View file

@ -70,8 +70,8 @@ pub fn update_gadget(state: &mut ControllerState) {
} }
if !state.combo && state.button_a { buttons1.insert(Buttons1::A) } if !state.combo && state.button_a { buttons1.insert(Buttons1::A) }
if state.button_b { buttons1.insert(Buttons1::B) } if state.button_b { buttons1.insert(Buttons1::B) }
if !state.combo && state.button_c { buttons1.insert(Buttons1::C) } if state.button_c { buttons1.insert(Buttons1::C) }
if state.button_d { buttons1.insert(Buttons1::D) } if !state.combo && state.button_d { buttons1.insert(Buttons1::D) }
if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) } if !state.combo && state.button_up { buttons2.insert(Buttons2::UP) }
if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) } if !state.combo && state.button_down { buttons2.insert(Buttons2::DOWN) }
if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) } if !state.combo && state.button_left { buttons2.insert(Buttons2::LEFT) }