process motion controls for all controllers, not just the first one

This commit is contained in:
kalaposfos13 2026-02-15 18:27:00 +01:00
parent 4421ee155d
commit 11294dae16

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@ -322,7 +322,6 @@ int ProcessStates(s32 handle, OrbisPadData* pData, Input::GameController& contro
pData[i].angularVelocity.z = states[i].angularVelocity.z; pData[i].angularVelocity.z = states[i].angularVelocity.z;
pData[i].orientation = {0.0f, 0.0f, 0.0f, 1.0f}; pData[i].orientation = {0.0f, 0.0f, 0.0f, 1.0f};
if (handle == 1) {
const auto gyro_poll_rate = controller.accel_poll_rate; const auto gyro_poll_rate = controller.accel_poll_rate;
if (gyro_poll_rate != 0.0f) { if (gyro_poll_rate != 0.0f) {
auto now = std::chrono::steady_clock::now(); auto now = std::chrono::steady_clock::now();
@ -338,7 +337,6 @@ int ProcessStates(s32 handle, OrbisPadData* pData, Input::GameController& contro
pData[i].orientation = outputOrientation; pData[i].orientation = outputOrientation;
controller.SetLastOrientation(outputOrientation); controller.SetLastOrientation(outputOrientation);
} }
}
pData[i].touchData.touchNum = pData[i].touchData.touchNum =
(states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0); (states[i].touchpad[0].state ? 1 : 0) + (states[i].touchpad[1].state ? 1 : 0);