Fix core_input_gamepad_info example so all buttons are displayed within the window (#4241)
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1 changed files with 10 additions and 10 deletions
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@ -47,25 +47,25 @@ int main(void)
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ClearBackground(RAYWHITE);
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for (int i = 0, y = 10; i < 4; i++) // MAX_GAMEPADS = 4
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for (int i = 0, y = 5; i < 4; i++) // MAX_GAMEPADS = 4
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{
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if (IsGamepadAvailable(i))
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{
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DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
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y += 30;
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DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
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y += 30;
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DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 10, BLACK);
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y += 11;
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DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 10, BLACK);
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y += 11;
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for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
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{
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DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
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y += 30;
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DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 10, BLACK);
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y += 11;
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}
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for (int button = 0; button < 32; button++)
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{
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DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
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y += 30;
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DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 10, BLACK);
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y += 11;
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}
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}
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}
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