Updates SetGamepadVibration()
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@ -615,7 +615,7 @@ int SetGamepadMappings(const char *mappings)
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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void SetGamepadVibration(int gamepad, float low, float high, int duration)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
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}
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@ -1060,7 +1060,7 @@ int SetGamepadMappings(const char *mappings)
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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void SetGamepadVibration(int gamepad, float low, float high, int duration)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not available on target platform");
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}
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@ -953,17 +953,16 @@ int SetGamepadMappings(const char *mappings)
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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void SetGamepadVibration(int gamepad, float low, float high, int duration)
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{
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// Limit input values to between 0.0f and 1.0f
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leftMotor = (0.0f > leftMotor)? 0.0f : leftMotor;
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rightMotor = (0.0f > rightMotor)? 0.0f : rightMotor;
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leftMotor = (1.0f < leftMotor)? 1.0f : leftMotor;
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rightMotor = (1.0f < rightMotor)? 1.0f : rightMotor;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0))
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{
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if (low < 0.0f) low = 0.0f;
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if (low > 1.0f) low = 1.0f;
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if (high < 0.0f) high = 0.0f;
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if (high > 1.0f) high = 1.0f;
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if (IsGamepadAvailable(gamepad))
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{
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SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f));
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SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(low*65535.0f), (Uint16)(high*65535.0f), (Uint32)duration);
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}
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}
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@ -610,7 +610,7 @@ int SetGamepadMappings(const char *mappings)
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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void SetGamepadVibration(int gamepad, float low, float high, int duration)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
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}
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@ -892,7 +892,7 @@ int SetGamepadMappings(const char *mappings)
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}
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// Set gamepad vibration
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void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor)
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void SetGamepadVibration(int gamepad, float low, float high, int duration)
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{
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TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
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}
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@ -1184,7 +1184,7 @@ RLAPI int GetGamepadButtonPressed(void);
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RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
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RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
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RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor); // Set gamepad vibration for both motors
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RLAPI void SetGamepadVibration(int gamepad, float low, float high, int duration); // Set gamepad vibration for both motors (duration in ms)
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// Input-related functions: mouse
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RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once
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