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M374LX 2025-05-29 23:01:43 -03:00
parent 015db1641f
commit 3418172617
5 changed files with 13 additions and 13 deletions

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@ -1,6 +1,6 @@
/********************************************************************************************** /**********************************************************************************************
* *
* rcore_desktop - Functions to manage window, graphics device and inputs * rcore_desktop_glfw - Functions to manage window, graphics device and inputs
* *
* PLATFORM: DESKTOP: GLFW * PLATFORM: DESKTOP: GLFW
* - Windows (Win32, Win64) * - Windows (Win32, Win64)
@ -1238,7 +1238,7 @@ void PollInputEvents(void)
} }
} }
// Get current axis state // Get current state of axes
const float *axes = state.axes; const float *axes = state.axes;
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++) for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++)
@ -1246,7 +1246,7 @@ void PollInputEvents(void)
CORE.Input.Gamepad.axisState[i][k] = axes[k]; CORE.Input.Gamepad.axisState[i][k] = axes[k];
} }
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather as axes)
if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f) if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f)
{ {
CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 1; CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 1;

View file

@ -1825,7 +1825,7 @@ void PollInputEvents(void)
{ {
if (platform.gamepadId[i] == event.jaxis.which) if (platform.gamepadId[i] == event.jaxis.which)
{ {
// SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range // SDL axis value range is -32768 to 32767, we normalize it to raylib's -1.0 to 1.0f range
float value = event.jaxis.value/(float)32767; float value = event.jaxis.value/(float)32767;
CORE.Input.Gamepad.axisState[i][axis] = value; CORE.Input.Gamepad.axisState[i][axis] = value;

View file

@ -124,7 +124,7 @@ typedef struct {
// Gamepad data // Gamepad data
int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor
int gamepadAbsAxisRange[MAX_GAMEPADS][MAX_GAMEPAD_AXES][2]; // [0] = min, [1] = range value of the axis int gamepadAbsAxisRange[MAX_GAMEPADS][MAX_GAMEPAD_AXES][2]; // [0] = min, [1] = range value of the axes
int gamepadAbsAxisMap[MAX_GAMEPADS][ABS_CNT]; // Maps the axes gamepads from the evdev api to a sequential one int gamepadAbsAxisMap[MAX_GAMEPADS][ABS_CNT]; // Maps the axes gamepads from the evdev api to a sequential one
int gamepadCount; // The number of gamepads registered int gamepadCount; // The number of gamepads registered
} PlatformData; } PlatformData;
@ -1460,7 +1460,7 @@ static void ConfigureEvdevDevice(char *device)
// matter if we support them // matter if we support them
else if (hasAbsXY && TEST_BIT(keyBits, BTN_MOUSE)) isMouse = true; else if (hasAbsXY && TEST_BIT(keyBits, BTN_MOUSE)) isMouse = true;
// If any of the common joystick axis is present, we assume it's a gamepad // If any of the common joystick axes are present, we assume it's a gamepad
else else
{ {
for (int axis = (hasAbsXY? ABS_Z : ABS_X); axis < ABS_PRESSURE; axis++) for (int axis = (hasAbsXY? ABS_Z : ABS_X); axis < ABS_PRESSURE; axis++)
@ -1546,7 +1546,7 @@ static void ConfigureEvdevDevice(char *device)
if (absAxisCount > 0) if (absAxisCount > 0)
{ {
// TODO / NOTE // TODO / NOTE
// So gamepad axis (as in the actual linux joydev.c) are just simply enumerated // So gamepad axes (as in the actual linux joydev.c) are just simply enumerated
// and (at least for some input drivers like xpat) it's convention to use // and (at least for some input drivers like xpat) it's convention to use
// ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the // ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the
// shoulder buttons // shoulder buttons

View file

@ -743,7 +743,7 @@ typedef enum {
GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
} GamepadButton; } GamepadButton;
// Gamepad axis // Gamepad axes
typedef enum { typedef enum {
GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
@ -1192,8 +1192,8 @@ RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a game
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get movement value for a gamepad axis
RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB) RLAPI int SetGamepadMappings(const char *mappings); // Set internal gamepad mappings (SDL_GameControllerDB)
RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds) RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)

View file

@ -235,10 +235,10 @@ __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod)
#define MAX_GAMEPADS 4 // Maximum number of gamepads supported #define MAX_GAMEPADS 4 // Maximum number of gamepads supported
#endif #endif
#ifndef MAX_GAMEPAD_NAME_LENGTH #ifndef MAX_GAMEPAD_NAME_LENGTH
#define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters of gamepad name (byte size) #define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters in a gamepad name (byte size)
#endif #endif
#ifndef MAX_GAMEPAD_AXES #ifndef MAX_GAMEPAD_AXES
#define MAX_GAMEPAD_AXES 8 // Maximum number of axis supported (per gamepad) #define MAX_GAMEPAD_AXES 8 // Maximum number of axes supported (per gamepad)
#endif #endif
#ifndef MAX_GAMEPAD_BUTTONS #ifndef MAX_GAMEPAD_BUTTONS
#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad) #define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
@ -354,7 +354,7 @@ typedef struct CoreData {
} Touch; } Touch;
struct { struct {
int lastButtonPressed; // Register last gamepad button pressed int lastButtonPressed; // Register last gamepad button pressed
int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axes
bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
char name[MAX_GAMEPADS][MAX_GAMEPAD_NAME_LENGTH]; // Gamepad name holder char name[MAX_GAMEPADS][MAX_GAMEPAD_NAME_LENGTH]; // Gamepad name holder
char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state