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5 changed files with 13 additions and 13 deletions
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@ -1,6 +1,6 @@
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/**********************************************************************************************
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*
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* rcore_desktop - Functions to manage window, graphics device and inputs
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* rcore_desktop_glfw - Functions to manage window, graphics device and inputs
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*
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* PLATFORM: DESKTOP: GLFW
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* - Windows (Win32, Win64)
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@ -1238,7 +1238,7 @@ void PollInputEvents(void)
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}
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}
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// Get current axis state
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// Get current state of axes
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const float *axes = state.axes;
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1); k++)
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@ -1246,7 +1246,7 @@ void PollInputEvents(void)
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CORE.Input.Gamepad.axisState[i][k] = axes[k];
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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 as axes)
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if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f)
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{
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 1;
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@ -1825,7 +1825,7 @@ void PollInputEvents(void)
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{
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if (platform.gamepadId[i] == event.jaxis.which)
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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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// SDL axis value range is -32768 to 32767, we normalize it to raylib's -1.0 to 1.0f range
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float value = event.jaxis.value/(float)32767;
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CORE.Input.Gamepad.axisState[i][axis] = value;
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@ -124,7 +124,7 @@ typedef struct {
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// Gamepad data
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int gamepadStreamFd[MAX_GAMEPADS]; // Gamepad device file descriptor
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int gamepadAbsAxisRange[MAX_GAMEPADS][MAX_GAMEPAD_AXES][2]; // [0] = min, [1] = range value of the axis
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int gamepadAbsAxisRange[MAX_GAMEPADS][MAX_GAMEPAD_AXES][2]; // [0] = min, [1] = range value of the axes
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int gamepadAbsAxisMap[MAX_GAMEPADS][ABS_CNT]; // Maps the axes gamepads from the evdev api to a sequential one
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int gamepadCount; // The number of gamepads registered
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} PlatformData;
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@ -1460,7 +1460,7 @@ static void ConfigureEvdevDevice(char *device)
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// matter if we support them
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else if (hasAbsXY && TEST_BIT(keyBits, BTN_MOUSE)) isMouse = true;
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// If any of the common joystick axis is present, we assume it's a gamepad
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// If any of the common joystick axes are present, we assume it's a gamepad
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else
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{
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for (int axis = (hasAbsXY? ABS_Z : ABS_X); axis < ABS_PRESSURE; axis++)
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@ -1546,7 +1546,7 @@ static void ConfigureEvdevDevice(char *device)
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if (absAxisCount > 0)
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{
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// TODO / NOTE
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// So gamepad axis (as in the actual linux joydev.c) are just simply enumerated
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// So gamepad axes (as in the actual linux joydev.c) are just simply enumerated
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// and (at least for some input drivers like xpat) it's convention to use
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// ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the
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// shoulder buttons
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@ -743,7 +743,7 @@ typedef enum {
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GAMEPAD_BUTTON_RIGHT_THUMB // Gamepad joystick pressed button right
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} GamepadButton;
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// Gamepad axis
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// Gamepad axes
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typedef enum {
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GAMEPAD_AXIS_LEFT_X = 0, // Gamepad left stick X axis
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GAMEPAD_AXIS_LEFT_Y = 1, // Gamepad left stick Y axis
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@ -1192,8 +1192,8 @@ RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Check if a game
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RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Check if a gamepad button has been released once
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RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Check if a gamepad button is NOT being pressed
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RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
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RLAPI int GetGamepadAxisCount(int gamepad); // Get gamepad axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get axis movement value for a gamepad axis
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RLAPI int GetGamepadAxisCount(int gamepad); // Get axis count for a gamepad
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Get 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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RLAPI void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor, float duration); // Set gamepad vibration for both motors (duration in seconds)
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@ -235,10 +235,10 @@ __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod)
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#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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#endif
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#ifndef MAX_GAMEPAD_NAME_LENGTH
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#define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters of gamepad name (byte size)
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#define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters in a gamepad name (byte size)
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#endif
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#ifndef MAX_GAMEPAD_AXES
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#define MAX_GAMEPAD_AXES 8 // Maximum number of axis supported (per gamepad)
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#define MAX_GAMEPAD_AXES 8 // Maximum number of axes supported (per gamepad)
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#endif
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#ifndef MAX_GAMEPAD_BUTTONS
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#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
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@ -354,7 +354,7 @@ typedef struct CoreData {
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} Touch;
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struct {
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int lastButtonPressed; // Register last gamepad button pressed
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int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis
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int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axes
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bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
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char name[MAX_GAMEPADS][MAX_GAMEPAD_NAME_LENGTH]; // Gamepad name holder
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char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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