Fix GamepadAxis API
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4fee294734
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45
src/core.c
45
src/core.c
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@ -292,7 +292,7 @@
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#endif
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#endif
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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_AXIS 8 // Max number of axis supported (per gamepad)
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#define MAX_GAMEPAD_AXIS 6 // Max number of axis 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_BUTTONS 32 // Max bumber of buttons supported (per gamepad)
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#define MAX_CHARS_QUEUE 16 // Max number of characters in the input queue
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#define MAX_CHARS_QUEUE 16 // Max number of characters in the input queue
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@ -486,7 +486,6 @@ static void InitTimer(void); // Initialize timer
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
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static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
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static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
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static void PollInputEvents(void); // Register user events
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static void PollInputEvents(void); // Register user events
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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@ -3547,40 +3546,6 @@ static int GetGamepadButton(int button)
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return btn;
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return btn;
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}
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}
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// Get gamepad axis generic to all platforms
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static int GetGamepadAxis(int axis)
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{
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int axs = GAMEPAD_AXIS_UNKNOWN;
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#if defined(PLATFORM_DESKTOP)
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switch (axis)
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{
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case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
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case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
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case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
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case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
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case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
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case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
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}
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#endif
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#if defined(PLATFORM_UWP)
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axs = axis; // UWP will provide the correct axis
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#endif
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#if defined(PLATFORM_WEB)
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// Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
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switch (axis)
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{
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case 0: axs = GAMEPAD_AXIS_LEFT_X;
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case 1: axs = GAMEPAD_AXIS_LEFT_Y;
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case 2: axs = GAMEPAD_AXIS_RIGHT_X;
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case 3: axs = GAMEPAD_AXIS_RIGHT_X;
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}
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#endif
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return axs;
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}
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// Poll (store) all input events
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// Poll (store) all input events
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static void PollInputEvents(void)
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static void PollInputEvents(void)
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{
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{
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@ -3835,15 +3800,14 @@ static void PollInputEvents(void)
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
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{
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{
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const int axis = GetGamepadAxis(k);
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CORE.Input.Gamepad.axisState[i][k] = axes[k];
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CORE.Input.Gamepad.axisState[i][axis] = axes[k];
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}
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}
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST;
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CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
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}
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}
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}
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}
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@ -3891,8 +3855,7 @@ static void PollInputEvents(void)
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// Register axis data for every connected gamepad
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// Register axis data for every connected gamepad
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for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
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for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
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{
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{
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const int axis = GetGamepadAxis(j);
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CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
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CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j];
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}
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}
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CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
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CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
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15
src/raylib.h
15
src/raylib.h
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@ -665,20 +665,17 @@ typedef enum {
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} GamepadButton;
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} GamepadButton;
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typedef enum {
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typedef enum {
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// This is here just for error checking
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GAMEPAD_AXIS_UNKNOWN = 0,
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// Left stick
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// Left stick
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GAMEPAD_AXIS_LEFT_X,
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GAMEPAD_AXIS_LEFT_X = 0,
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GAMEPAD_AXIS_LEFT_Y,
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GAMEPAD_AXIS_LEFT_Y = 1,
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// Right stick
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// Right stick
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GAMEPAD_AXIS_RIGHT_X,
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GAMEPAD_AXIS_RIGHT_X = 2,
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GAMEPAD_AXIS_RIGHT_Y,
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GAMEPAD_AXIS_RIGHT_Y = 3,
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// Pressure levels for the back triggers
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// Pressure levels for the back triggers
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GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
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GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
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GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
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GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
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} GamepadAxis;
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} GamepadAxis;
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// Shader location point type
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// Shader location point type
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