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InputBindings: fix stick bindings always using negative
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src/input_manager.cpp

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -811,7 +811,7 @@ class InputManager
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{
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float value = SDL_GetGamepadAxis(controller, static_cast<SDL_GamepadAxis>(i)) / 32768.0f;
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bool negate = value < 0;
814-
if (bindDialog.currentVolumeChannel == ADChannel::Steering)
814+
if (bindDialog.isBindingVolume && bindDialog.currentVolumeChannel == ADChannel::Steering)
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negate = false;
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if (std::abs(value) > 0.5f)
@@ -873,6 +873,7 @@ class InputManager
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if (ImGui::BeginTable("Controllers", 2, ImGuiTableFlags_Borders))
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{
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ImGui::TableSetupColumn("Detected Controllers");
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ImGui::TableSetupColumn("Type");
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ImGui::TableHeadersRow();
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SDL_Gamepad* primary_controller = primary_gamepad();
@@ -905,6 +906,8 @@ class InputManager
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if (isPrimary)
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ImGui::Text("Active/Primary");
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else
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ImGui::Text("Inactive");
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}
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ImGui::EndTable();
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}

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