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Remove errors for gamepad element mismatch
Because there are controllers in the wild using the same hardware ID
despite having different numbers of buttons and axes, an error message
was triggered that was only expected for a corrupted mapping database.
This removes the error for now, in preparation for better error handling
for gamepad mappings overall.
Fixes #1763.
(cherry picked from commit 6876cf8d7e)
This commit is contained in:
-12
@@ -85,25 +85,13 @@ static _GLFWmapping* findValidMapping(const _GLFWjoystick* js)
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for (i = 0; i <= GLFW_GAMEPAD_BUTTON_LAST; i++)
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{
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if (!isValidElementForJoystick(mapping->buttons + i, js))
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{
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_glfwInputError(GLFW_INVALID_VALUE,
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"Invalid button in gamepad mapping %s (%s)",
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mapping->guid,
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mapping->name);
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return NULL;
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}
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}
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for (i = 0; i <= GLFW_GAMEPAD_AXIS_LAST; i++)
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{
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if (!isValidElementForJoystick(mapping->axes + i, js))
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{
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_glfwInputError(GLFW_INVALID_VALUE,
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"Invalid axis in gamepad mapping %s (%s)",
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mapping->guid,
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mapping->name);
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return NULL;
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}
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}
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}
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