REVIEWED: MAX_GAMEPAD_AXEX
for consistency #4960
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2 changed files with 9 additions and 9 deletions
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@ -104,7 +104,7 @@
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#define MAX_KEYBOARD_KEYS 512 // Maximum number of keyboard keys supported
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#define MAX_MOUSE_BUTTONS 8 // Maximum number of mouse buttons supported
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#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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#define MAX_GAMEPAD_AXES 8 // Maximum number of axis supported (per gamepad)
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#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
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#define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
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#define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
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16
src/rcore.c
16
src/rcore.c
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@ -237,8 +237,8 @@ __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod)
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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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#endif
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#ifndef MAX_GAMEPAD_AXIS
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#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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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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#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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@ -359,7 +359,7 @@ typedef struct CoreData {
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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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char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXES]; // Gamepad axes state
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} Gamepad;
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} Input;
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@ -3368,11 +3368,11 @@ int GetGamepadAxisCount(int gamepad)
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// Get axis movement vector for a gamepad
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float GetGamepadAxisMovement(int gamepad, int axis)
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{
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float value = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
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float value = ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))? -1.0f : 0.0f;
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS))
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXES))
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{
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float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
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float movement = (value < 0.0f)? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
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if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
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}
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@ -4050,10 +4050,10 @@ static void RecordAutomationEvent(void)
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if (currentEventList->count == currentEventList->capacity) return; // Security check
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}
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for (int axis = 0; axis < MAX_GAMEPAD_AXIS; axis++)
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for (int axis = 0; axis < MAX_GAMEPAD_AXES; axis++)
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{
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// Event type: INPUT_GAMEPAD_AXIS_MOTION
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float defaultMovement = (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER)? -1.0f : 0.0f;
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float defaultMovement = ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))? -1.0f : 0.0f;
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if (GetGamepadAxisMovement(gamepad, axis) != defaultMovement)
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{
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currentEventList->events[currentEventList->count].frame = CORE.Time.frameCounter;
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