ADDED: SetGamepadMappings() #1506
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@ -2976,6 +2976,14 @@ int GetGamepadButtonPressed(void)
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return CORE.Input.Gamepad.lastButtonPressed;
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return CORE.Input.Gamepad.lastButtonPressed;
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}
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}
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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#if defined(PLATFORM_DESKTOP)
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return glfwUpdateGamepadMappings(mappings);
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#endif
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}
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// Detect if a mouse button has been pressed once
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// Detect if a mouse button has been pressed once
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bool IsMouseButtonPressed(int button)
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bool IsMouseButtonPressed(int button)
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{
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{
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@ -1035,6 +1035,7 @@ RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gam
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
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RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
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RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
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// Input-related functions: mouse
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// Input-related functions: mouse
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
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