Revert low/high parameters back to left/rightMotor

This commit is contained in:
asdqwe 2024-10-21 14:37:57 -03:00
parent 87e6932986
commit 0d3f137e52
6 changed files with 11 additions and 11 deletions

View File

@ -615,7 +615,7 @@ int SetGamepadMappings(const char *mappings)
} }
// Set gamepad vibration // Set gamepad vibration
void SetGamepadVibration(int gamepad, float low, float high, int duration) void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, int duration)
{ {
TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform"); TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
} }

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@ -1060,7 +1060,7 @@ int SetGamepadMappings(const char *mappings)
} }
// Set gamepad vibration // Set gamepad vibration
void SetGamepadVibration(int gamepad, float low, float high, int duration) void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, int duration)
{ {
TRACELOG(LOG_WARNING, "GamepadSetVibration() not available on target platform"); TRACELOG(LOG_WARNING, "GamepadSetVibration() not available on target platform");
} }

View File

@ -953,17 +953,17 @@ int SetGamepadMappings(const char *mappings)
} }
// Set gamepad vibration // Set gamepad vibration
void SetGamepadVibration(int gamepad, float low, float high, int duration) void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, int duration)
{ {
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0)) if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (duration > 0))
{ {
if (low < 0.0f) low = 0.0f; if (leftMotor < 0.0f) leftMotor = 0.0f;
if (low > 1.0f) low = 1.0f; if (leftMotor > 1.0f) leftMotor = 1.0f;
if (high < 0.0f) high = 0.0f; if (rightMotor < 0.0f) rightMotor = 0.0f;
if (high > 1.0f) high = 1.0f; if (rightMotor > 1.0f) rightMotor = 1.0f;
if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME; if (duration > MAX_GAMEPAD_VIBRATION_TIME) duration = MAX_GAMEPAD_VIBRATION_TIME;
SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(low*65535.0f), (Uint16)(high*65535.0f), (Uint32)duration); SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)duration);
} }
} }

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@ -610,7 +610,7 @@ int SetGamepadMappings(const char *mappings)
} }
// Set gamepad vibration // Set gamepad vibration
void SetGamepadVibration(int gamepad, float low, float high, int duration) void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, int duration)
{ {
TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform"); TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
} }

View File

@ -892,7 +892,7 @@ int SetGamepadMappings(const char *mappings)
} }
// Set gamepad vibration // Set gamepad vibration
void SetGamepadVibration(int gamepad, float low, float high, int duration) void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, int duration)
{ {
TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform"); TRACELOG(LOG_WARNING, "GamepadSetVibration() not implemented on target platform");
} }

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@ -1184,7 +1184,7 @@ RLAPI int GetGamepadButtonPressed(void);
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
RLAPI void SetGamepadVibration(int gamepad, float low, float high, int duration); // Set gamepad vibration for both motors (duration in ms) RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, int duration) // Set gamepad vibration for both motors (duration in ms)
// Input-related functions: mouse // Input-related functions: mouse
RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once RLAPI bool IsMouseButtonPressed(int button); // Check if a mouse button has been pressed once