Gamepad Support
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108f02e279
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@ -62,13 +62,13 @@ void App::Update()
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if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
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if (IsKeyDown(KEY_S)) DrawCircle(100, 100, 100, BLUE);
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if (IsKeyPressed(KEY_A))
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if (IsKeyPressed(KEY_A) || IsGamepadButtonPressed(0, GAMEPAD_XBOX_BUTTON_LEFT))
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{
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{
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posX -= 50;
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posX -= 50;
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EnableCursor();
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EnableCursor();
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}
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}
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if (IsKeyPressed(KEY_D))
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if (IsKeyPressed(KEY_D) || IsGamepadButtonPressed(0, GAMEPAD_XBOX_BUTTON_RIGHT))
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{
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{
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posX += 50;
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posX += 50;
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DisableCursor();
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DisableCursor();
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@ -63,9 +63,9 @@ TODO list:
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*/
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*/
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// Stand-ins for "core.c" variables
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// Stand-ins for "core.c" variables
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//#define MAX_GAMEPADS 4 // Max number of gamepads supported
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#define MAX_GAMEPADS 4 // Max number of gamepads supported
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//#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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//#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 8 // Max number of axis supported (per gamepad)
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//static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
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//static bool gamepadReady[MAX_GAMEPADS] = { false }; // Flag to know if gamepad is ready
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//static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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//static float gamepadAxisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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//static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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//static char previousGamepadState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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@ -231,7 +231,7 @@ namespace raylibUWP
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}
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}
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// Process Gamepads
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// Process Gamepads
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/*{
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{
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// Check if gamepads are ready
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// Check if gamepads are ready
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for (int i = 0; i < MAX_GAMEPADS; i++)
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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{
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@ -239,46 +239,43 @@ namespace raylibUWP
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// connected gamepads with their spot in the list, but this has serious robustness problems
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// connected gamepads with their spot in the list, but this has serious robustness problems
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// e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
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// e.g. player 1, 2, and 3 are playing a game - if player2 disconnects, p3's controller would now be mapped to p2's character since p3 is now second in the list.
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gamepadReady[i] = (i < Gamepad::Gamepads->Size);
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UWPGamepadActive(i, i < Gamepad::Gamepads->Size);
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}
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}
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// Get current gamepad state
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// Get current gamepad state
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for (int i = 0; i < MAX_GAMEPADS; i++)
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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{
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if (gamepadReady[i])
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if (IsGamepadAvailable(i))
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{
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{
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// Register previous gamepad states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
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// Get current gamepad state
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// Get current gamepad state
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auto gamepad = Gamepad::Gamepads->GetAt(i);
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auto gamepad = Gamepad::Gamepads->GetAt(i);
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GamepadReading reading = gamepad->GetCurrentReading();
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GamepadReading reading = gamepad->GetCurrentReading();
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// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
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// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_A] = ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_B] = ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_X] = ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_Y] = ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LB] = ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RB] = ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_SELECT] = ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View); // Changed for XB1 Controller
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_START] = ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu); // Changed for XB1 Controller
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_UP] = ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_RIGHT] = ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_DOWN] = ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadDown);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_LEFT] = ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadLeft);
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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currentGamepadState[i][GAMEPAD_XBOX_BUTTON_HOME] = false; // Home button not supported by UWP
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UWPGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
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// Get current axis state
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// Get current axis state
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_X] = reading.LeftThumbstickX;
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LEFT_Y] = reading.LeftThumbstickY;
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_X] = reading.RightThumbstickX;
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RIGHT_Y] = reading.RightThumbstickY;
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_LT] = reading.LeftTrigger;
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
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gamepadAxisState[i][GAMEPAD_XBOX_AXIS_RT] = reading.RightTrigger;
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UWPGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
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}
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}
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}
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}
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}
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}*/
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}
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}
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// Application lifecycle event handlers.
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// Application lifecycle event handlers.
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44
src/core.c
44
src/core.c
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@ -3096,6 +3096,14 @@ static void PollInputEvents(void)
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// Register previous keys states
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// Register previous keys states
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for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
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for (int i = 0; i < 512; i++) previousKeyState[i] = currentKeyState[i];
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (gamepadReady[i])
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{
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
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}
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}
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// Register previous mouse states
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// Register previous mouse states
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previousMouseWheelY = currentMouseWheelY;
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previousMouseWheelY = currentMouseWheelY;
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currentMouseWheelY = 0;
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currentMouseWheelY = 0;
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@ -4593,12 +4601,14 @@ static void *GamepadThread(void *arg)
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#if defined(PLATFORM_UWP)
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#if defined(PLATFORM_UWP)
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void UWPRegisterKey(int key, char action) {
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void UWPRegisterKey(int key, char action)
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{
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//Convert from virtualKey
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//Convert from virtualKey
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int actualKey = -1;
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int actualKey = -1;
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switch (key) {
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switch (key)
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{
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case 0x08: actualKey = KEY_BACKSPACE; break;
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case 0x08: actualKey = KEY_BACKSPACE; break;
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case 0x20: actualKey = KEY_SPACE; break;
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case 0x20: actualKey = KEY_SPACE; break;
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case 0x1B: actualKey = KEY_ESCAPE; break;
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case 0x1B: actualKey = KEY_ESCAPE; break;
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@ -4668,23 +4678,45 @@ void UWPRegisterKey(int key, char action) {
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currentKeyState[actualKey] = action;
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currentKeyState[actualKey] = action;
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}
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}
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void UWPRegisterClick(int btn, char action) {
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void UWPRegisterClick(int btn, char action)
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{
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currentMouseState[btn] = action;
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currentMouseState[btn] = action;
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}
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}
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void UWPScrollWheel(int delta) {
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void UWPScrollWheel(int delta)
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{
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currentMouseWheelY += delta;
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currentMouseWheelY += delta;
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}
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}
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void UWPMousePosition(float x, float y) {
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void UWPMousePosition(float x, float y)
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{
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mousePosition.x = x;
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mousePosition.x = x;
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mousePosition.y = y;
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mousePosition.y = y;
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}
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}
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void UWPMarkCursor(bool hidden) {
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void UWPMarkCursor(bool hidden)
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{
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cursorHidden = hidden;
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cursorHidden = hidden;
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}
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}
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void UWPGamepadActive(int gamepad, bool active)
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{
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if (gamepad < MAX_GAMEPADS)
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gamepadReady[gamepad] = active;
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}
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void UWPGamepadButton(int gamepad, int button, char action)
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{
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if (gamepad < MAX_GAMEPADS && button < MAX_GAMEPAD_BUTTONS)
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currentGamepadState[gamepad][button] = action;
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}
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void UWPGamepadAxis(int gamepad, int axis, float value)
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{
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if (gamepad < MAX_GAMEPADS && axis < MAX_GAMEPAD_AXIS)
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gamepadAxisState[gamepad][axis] = value;
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}
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#endif
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#endif
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// Plays raylib logo appearing animation
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// Plays raylib logo appearing animation
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@ -921,9 +921,11 @@ RLAPI void UWPRegisterClick(int btn, char action);
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RLAPI void UWPScrollWheel(int delta);
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RLAPI void UWPScrollWheel(int delta);
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RLAPI void UWPMousePosition(float x, float y);
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RLAPI void UWPMousePosition(float x, float y);
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RLAPI void UWPMarkCursor(bool hidden);
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RLAPI void UWPMarkCursor(bool hidden);
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RLAPI void UWPGamepadActive(int gamepad, bool active);
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RLAPI void UWPGamepadButton(int gamepad, int button, char action);
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RLAPI void UWPGamepadAxis(int gamepad, int axis, float value);
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//Get task/input for allowing C to call UWP/cursor functions
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//Get task/input for allowing C to call UWP/cursor functions
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//Gamepad functionality?
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#endif
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#endif
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