Added some FIXMEs.
1.1 --- a/src/joystick/windows/SDL_dxjoystick.c Sat Mar 01 20:46:45 2014 -0500
1.2 +++ b/src/joystick/windows/SDL_dxjoystick.c Sat Mar 01 20:59:43 2014 -0500
1.3 @@ -1448,6 +1448,7 @@
1.4 XINPUT_STATE_EX *pXInputState = &joystick->hwdata->XInputState[joystick->hwdata->currentXInputSlot];
1.5 XINPUT_STATE_EX *pXInputStatePrev = &joystick->hwdata->XInputState[joystick->hwdata->currentXInputSlot ^ 1];
1.6
1.7 + /* !!! FIXME: why isn't this just using SDL_PrivateJoystickAxis_Int()? */
1.8 SDL_PrivateJoystickAxis( joystick, 0, (Sint16)pXInputState->Gamepad.sThumbLX );
1.9 SDL_PrivateJoystickAxis( joystick, 1, (Sint16)(-SDL_max(-32767, pXInputState->Gamepad.sThumbLY)) );
1.10 SDL_PrivateJoystickAxis( joystick, 2, (Sint16)pXInputState->Gamepad.sThumbRX );
1.11 @@ -1455,6 +1456,7 @@
1.12 SDL_PrivateJoystickAxis( joystick, 4, (Sint16)(((int)pXInputState->Gamepad.bLeftTrigger*65535/255) - 32768));
1.13 SDL_PrivateJoystickAxis( joystick, 5, (Sint16)(((int)pXInputState->Gamepad.bRightTrigger*65535/255) - 32768));
1.14
1.15 + /* !!! FIXME: why isn't this just using SDL_PrivateJoystickButton_Int(), instead of keeping these two alternating state buffers? */
1.16 if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_UP ) )
1.17 SDL_PrivateJoystickButton(joystick, 0, pXInputState->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP ? SDL_PRESSED : SDL_RELEASED );
1.18 if ( ButtonChanged( pXInputState->Gamepad.wButtons, pXInputStatePrev->Gamepad.wButtons, XINPUT_GAMEPAD_DPAD_DOWN ) )