Fixed left/right being reversed when using right joycon for motion input.
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86cc7e53dc
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b15f308e23
1 changed files with 4 additions and 4 deletions
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@ -318,9 +318,9 @@ namespace BetterJoyForCemu {
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bool isLeft = hidReport.isLeft;
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if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_LEFT : Joycon.Button.A)) outputData[outIdx] |= 0x80;
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if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_LEFT : Joycon.Button.Y)) outputData[outIdx] |= 0x80;
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if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_DOWN : Joycon.Button.B)) outputData[outIdx] |= 0x40;
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if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_RIGHT : Joycon.Button.Y)) outputData[outIdx] |= 0x20;
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if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_RIGHT : Joycon.Button.A)) outputData[outIdx] |= 0x20;
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if (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_UP : Joycon.Button.X)) outputData[outIdx] |= 0x10;
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if (hidReport.GetButton(Joycon.Button.PLUS)) outputData[outIdx] |= 0x08;
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@ -352,9 +352,9 @@ namespace BetterJoyForCemu {
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outputData[++outIdx] = (byte)(Math.Max(0, Math.Min(255, 127 + rightStick[1] * 127)));
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//we don't have analog buttons so just use the Button enums (which give either 0 or 0xFF)
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outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_LEFT : Joycon.Button.A)) ? (byte)0xFF : (byte)0;
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outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_LEFT : Joycon.Button.Y)) ? (byte)0xFF : (byte)0;
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outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_DOWN : Joycon.Button.B)) ? (byte)0xFF : (byte)0;
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outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_RIGHT : Joycon.Button.Y)) ? (byte)0xFF : (byte)0;
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outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_RIGHT : Joycon.Button.A)) ? (byte)0xFF : (byte)0;
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outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.DPAD_UP : Joycon.Button.X)) ? (byte)0xFF : (byte)0;
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outputData[++outIdx] = (hidReport.GetButton(isLeft ? Joycon.Button.Y : Joycon.Button.DPAD_LEFT)) ? (byte)0xFF : (byte)0;
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