Fix gamepad button handling
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d330399a00
commit
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@ -1693,6 +1693,7 @@ void PollInputEvents(void)
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CORE.Input.Gamepad.ready[i] = false;
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CORE.Input.Gamepad.ready[i] = false;
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memset(CORE.Input.Gamepad.name[i], 0, MAX_GAMEPAD_NAME_LENGTH);
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memset(CORE.Input.Gamepad.name[i], 0, MAX_GAMEPAD_NAME_LENGTH);
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platform.gamepadId[i] = -1;
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platform.gamepadId[i] = -1;
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break;
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}
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}
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}
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}
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} break;
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} break;
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@ -1726,8 +1727,15 @@ void PollInputEvents(void)
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if (button >= 0)
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if (button >= 0)
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{
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{
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CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 1;
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for (int i = 0; i < MAX_GAMEPADS; i++)
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CORE.Input.Gamepad.lastButtonPressed = button;
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{
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if (platform.gamepadId[i] == event.jbutton.which)
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{
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CORE.Input.Gamepad.currentButtonState[i][button] = 1;
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CORE.Input.Gamepad.lastButtonPressed = button;
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break;
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}
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}
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}
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}
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} break;
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} break;
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONUP:
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@ -1760,8 +1768,15 @@ void PollInputEvents(void)
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if (button >= 0)
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if (button >= 0)
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{
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{
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CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 0;
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for (int i = 0; i < MAX_GAMEPADS; i++)
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if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
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{
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if (platform.gamepadId[i] == event.jbutton.which)
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{
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CORE.Input.Gamepad.currentButtonState[i][button] = 0;
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if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
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break;
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}
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}
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}
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}
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} break;
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} break;
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case SDL_CONTROLLERAXISMOTION:
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case SDL_CONTROLLERAXISMOTION:
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@ -1781,18 +1796,25 @@ void PollInputEvents(void)
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if (axis >= 0)
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if (axis >= 0)
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{
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{
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// SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range
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for (int i = 0; i < MAX_GAMEPADS; i++)
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float value = event.jaxis.value/(float)32767;
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CORE.Input.Gamepad.axisState[event.jaxis.which][axis] = value;
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// Register button state for triggers in addition to their axes
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if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))
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{
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{
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int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
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if (platform.gamepadId[i] == event.jaxis.which)
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int pressed = (value > 0.1f);
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{
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CORE.Input.Gamepad.currentButtonState[event.jaxis.which][button] = pressed;
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// SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range
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if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
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float value = event.jaxis.value/(float)32767;
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else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
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CORE.Input.Gamepad.axisState[i][axis] = value;
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// Register button state for triggers in addition to their axes
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if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))
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{
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int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
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int pressed = (value > 0.1f);
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CORE.Input.Gamepad.currentButtonState[i][button] = pressed;
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if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
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else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
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}
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break;
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}
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}
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}
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}
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}
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} break;
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} break;
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