Add example to test gamepad info functions
Fix typo
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@ -365,6 +365,7 @@ CORE = \
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core/core_input_mouse \
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core/core_input_mouse \
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core/core_input_mouse_wheel \
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core/core_input_mouse_wheel \
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core/core_input_gamepad \
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core/core_input_gamepad \
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core/core_input_gamepad_info \
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core/core_input_multitouch \
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core/core_input_multitouch \
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core/core_input_gestures \
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core/core_input_gestures \
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core/core_input_gestures_web \
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core/core_input_gestures_web \
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60
examples/core/core_input_gamepad_info.c
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60
examples/core/core_input_gamepad_info.c
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@ -0,0 +1,60 @@
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/*******************************************************************************************
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*
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* raylib [core] example - Gamepad information
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*
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* NOTE: This example requires a Gamepad connected to the system
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* Check raylib.h for buttons configuration
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*
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* Example originally created with raylib 4.6, last time updated with raylib 4.6
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 3440;
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const int screenHeight = 1440;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
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InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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int y = 10;
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int i = 0; i < 4; i++) // by default rcore.h has a MAX_GAMEPADS of 4 so mimmic that here.
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{
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if (IsGamepadAvailable(i))
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{
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DrawText(TextFormat("Gamepad:\n\tName: %s\n\tAxes: %d", GetGamepadName(i), GetGamepadAxisCount(i)), 10, y, 20, BLACK);
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y += 40;
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}
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}
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EndDrawing();
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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@ -1947,7 +1947,7 @@ static void InitGamepad(void)
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else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
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else TRACELOG(LOG_INFO, "RPI: Gamepad device initialized successfully");
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}
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}
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ioctl(platform.gamepadStreamFd[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[i]);
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ioctl(platform.gamepadStreamFd[i], JSIOCGNAME(64), &CORE.Input.Gamepad.name[i]);
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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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