diff --git a/src/core/libraries/pad/pad.cpp b/src/core/libraries/pad/pad.cpp index 23e9d1431..2e5973144 100644 --- a/src/core/libraries/pad/pad.cpp +++ b/src/core/libraries/pad/pad.cpp @@ -315,6 +315,7 @@ int PS4_SYSV_ABI scePadRead(s32 handle, OrbisPadData* pData, s32 num) { pData[i].angularVelocity.x = states[i].angularVelocity.x; pData[i].angularVelocity.y = states[i].angularVelocity.y; pData[i].angularVelocity.z = states[i].angularVelocity.z; + pData[i].orientation = {0.0f, 0.0f, 0.0f, 1.0f}; if (engine) { const auto gyro_poll_rate = engine->GetAccelPollRate(); if (gyro_poll_rate != 0.0f) { @@ -384,6 +385,7 @@ int PS4_SYSV_ABI scePadReadState(s32 handle, OrbisPadData* pData) { pData->angularVelocity.x = state.angularVelocity.x; pData->angularVelocity.y = state.angularVelocity.y; pData->angularVelocity.z = state.angularVelocity.z; + pData->orientation = {0.0f, 0.0f, 0.0f, 1.0f}; if (engine) { const auto gyro_poll_rate = engine->GetAccelPollRate(); if (gyro_poll_rate != 0.0f) { diff --git a/src/sdl_window.cpp b/src/sdl_window.cpp index 6c372a6d5..80d196147 100644 --- a/src/sdl_window.cpp +++ b/src/sdl_window.cpp @@ -134,14 +134,16 @@ void SDLInputEngine::Init() { m_gyro_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_GYRO); LOG_INFO(Input, "Gyro initialized, poll rate: {}", m_gyro_poll_rate); } else { - LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad, error: {}", SDL_GetError()); + LOG_ERROR(Input, "Failed to initialize gyro controls for gamepad, error: {}", + SDL_GetError()); SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_GYRO, false); } if (SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, true)) { m_accel_poll_rate = SDL_GetGamepadSensorDataRate(m_gamepad, SDL_SENSOR_ACCEL); LOG_INFO(Input, "Accel initialized, poll rate: {}", m_accel_poll_rate); } else { - LOG_ERROR(Input, "Failed to initialize accel controls for gamepad, error: {}", SDL_GetError()); + LOG_ERROR(Input, "Failed to initialize accel controls for gamepad, error: {}", + SDL_GetError()); SDL_SetGamepadSensorEnabled(m_gamepad, SDL_SENSOR_ACCEL, false); } }