Emscripten: Simplified implementation of joystick update function. The function was implemented using four loops but only needed two.
diff --git a/src/joystick/emscripten/SDL_sysjoystick.c b/src/joystick/emscripten/SDL_sysjoystick.c
index a1e9c15..5d8e915 100644
--- a/src/joystick/emscripten/SDL_sysjoystick.c
+++ b/src/joystick/emscripten/SDL_sysjoystick.c
@@ -350,6 +350,10 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
buttonState = gamepadState.digitalButton[i]? SDL_PRESSED: SDL_RELEASED;
SDL_PrivateJoystickButton(item->joystick, i, buttonState);
}
+
+ /* store values to compare them in the next update */
+ item->analogButton[i] = gamepadState.analogButton[i];
+ item->digitalButton[i] = gamepadState.digitalButton[i];
}
for(i = 0; i < item->naxes; i++) {
@@ -358,17 +362,12 @@ SDL_SYS_JoystickUpdate(SDL_Joystick * joystick)
SDL_PrivateJoystickAxis(item->joystick, i,
(Sint16) (32767.*gamepadState.axis[i]));
}
- }
- item->timestamp = gamepadState.timestamp;
- for( i = 0; i < item->naxes; i++) {
+ /* store to compare in next update */
item->axis[i] = gamepadState.axis[i];
}
- for( i = 0; i < item->nbuttons; i++) {
- item->analogButton[i] = gamepadState.analogButton[i];
- item->digitalButton[i] = gamepadState.digitalButton[i];
- }
+ item->timestamp = gamepadState.timestamp;
}
}
}