More work, UWP now supports it and deleted old gamepads
This commit is contained in:
parent
9434dc588a
commit
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5 changed files with 66 additions and 104 deletions
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@ -36,8 +36,8 @@ void App::Update()
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
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posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X) * 5;
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posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
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posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y) * -5;
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DrawRectangle(posX, posY, 400, 100, RED);
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DrawRectangle(posX, posY, 400, 100, RED);
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@ -63,7 +63,7 @@ void App::Update()
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if (IsKeyDown(KEY_LEFT_ALT))
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if (IsKeyDown(KEY_LEFT_ALT))
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DrawRectangle(250, 250, 20, 20, BLACK);
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DrawRectangle(250, 250, 20, 20, BLACK);
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if (IsKeyDown(KEY_BACKSPACE))
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if (IsKeyDown(KEY_BACKSPACE) || IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN))
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DrawRectangle(280, 250, 20, 20, BLACK);
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DrawRectangle(280, 250, 20, 20, BLACK);
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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DrawRectangle(280, 250, 20, 20, BLACK);
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DrawRectangle(280, 250, 20, 20, BLACK);
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@ -371,27 +371,30 @@ protected:
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GamepadReading reading = gamepad->GetCurrentReading();
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GamepadReading reading = gamepad->GetCurrentReading();
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// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
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// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
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// Get current axis state
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// Get current axis state
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
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}
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}
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}
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}
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}
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}
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@ -166,15 +166,14 @@
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<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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<UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>
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</ProjectReference>
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</ProjectReference>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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38
src/core.c
38
src/core.c
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@ -3095,20 +3095,50 @@ static GamepadButton GetGamepadButton(int button)
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case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
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case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
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case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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}
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}
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#endif
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#endif
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#if defined(PLATFORM_UWP)
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/*switch(button)
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{
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case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT;
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case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT;
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}*/
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//Above might not be most efficient, so not doing it for now
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b = button;
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#endif
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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//TODO: TEST
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//TODO: TEST
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//https://www.w3.org/TR/gamepad/#gamepad-interface
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//https://www.w3.org/TR/gamepad/#gamepad-interface
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@ -3151,6 +3181,10 @@ static GamepadAxis GetGamepadAxis(int axis)
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}
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}
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#endif
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#endif
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#if defined(PLATFORM_UWP)
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a = axis; //UWP will provide the correct axis
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#endif
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#if defined(PLATFORM_WEB)
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#if defined(PLATFORM_WEB)
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//TODO: TEST
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//TODO: TEST
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switch(axis)
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switch(axis)
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@ -3347,6 +3381,10 @@ static void PollInputEvents(void)
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{
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{
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if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
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if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
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gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
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gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
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//Register buttons for 2nd triggers
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currentGamepadState[msg->Int0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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currentGamepadState[msg->Int0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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break;
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break;
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}
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}
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78
src/raylib.h
78
src/raylib.h
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@ -670,84 +670,6 @@ typedef enum
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GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
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GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
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} GamepadAxis;
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} GamepadAxis;
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// PS3 USB Controller Buttons
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// TODO: Provide a generic way to list gamepad controls schemes,
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// defining specific controls schemes is not a good option
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typedef enum {
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GAMEPAD_PS3_BUTTON_TRIANGLE = 0,
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GAMEPAD_PS3_BUTTON_CIRCLE = 1,
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GAMEPAD_PS3_BUTTON_CROSS = 2,
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GAMEPAD_PS3_BUTTON_SQUARE = 3,
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GAMEPAD_PS3_BUTTON_L1 = 6,
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GAMEPAD_PS3_BUTTON_R1 = 7,
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GAMEPAD_PS3_BUTTON_L2 = 4,
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GAMEPAD_PS3_BUTTON_R2 = 5,
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GAMEPAD_PS3_BUTTON_START = 8,
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GAMEPAD_PS3_BUTTON_SELECT = 9,
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GAMEPAD_PS3_BUTTON_PS = 12,
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GAMEPAD_PS3_BUTTON_UP = 24,
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GAMEPAD_PS3_BUTTON_RIGHT = 25,
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GAMEPAD_PS3_BUTTON_DOWN = 26,
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GAMEPAD_PS3_BUTTON_LEFT = 27
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} GamepadPS3Button;
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// PS3 USB Controller Axis
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typedef enum {
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GAMEPAD_PS3_AXIS_LEFT_X = 0,
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GAMEPAD_PS3_AXIS_LEFT_Y = 1,
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GAMEPAD_PS3_AXIS_RIGHT_X = 2,
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GAMEPAD_PS3_AXIS_RIGHT_Y = 5,
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GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level)
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GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level)
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} GamepadPS3Axis;
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// Xbox360 USB Controller Buttons
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typedef enum {
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GAMEPAD_XBOX_BUTTON_A = 0,
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GAMEPAD_XBOX_BUTTON_B = 1,
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GAMEPAD_XBOX_BUTTON_X = 2,
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GAMEPAD_XBOX_BUTTON_Y = 3,
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GAMEPAD_XBOX_BUTTON_LB = 4,
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GAMEPAD_XBOX_BUTTON_RB = 5,
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GAMEPAD_XBOX_BUTTON_SELECT = 6,
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GAMEPAD_XBOX_BUTTON_START = 7,
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GAMEPAD_XBOX_BUTTON_HOME = 8,
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GAMEPAD_XBOX_BUTTON_UP = 10,
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GAMEPAD_XBOX_BUTTON_RIGHT = 11,
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GAMEPAD_XBOX_BUTTON_DOWN = 12,
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GAMEPAD_XBOX_BUTTON_LEFT = 13
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} GamepadXbox360Button;
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// Xbox360 USB Controller Axis,
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// NOTE: For Raspberry Pi, axis must be reconfigured
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typedef enum {
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GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right)
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GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down)
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GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right)
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GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down)
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GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level)
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GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level)
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} GamepadXbox360Axis;
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// Android Gamepad Controller (SNES CLASSIC)
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typedef enum {
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GAMEPAD_ANDROID_DPAD_UP = 19,
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GAMEPAD_ANDROID_DPAD_DOWN = 20,
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GAMEPAD_ANDROID_DPAD_LEFT = 21,
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GAMEPAD_ANDROID_DPAD_RIGHT = 22,
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GAMEPAD_ANDROID_DPAD_CENTER = 23,
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GAMEPAD_ANDROID_BUTTON_A = 96,
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GAMEPAD_ANDROID_BUTTON_B = 97,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_C = 98,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_X = 99,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_Y = 100,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_Z = 101,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_L1 = 102,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_R1 = 103,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_L2 = 104,
|
|
||||||
GAMEPAD_ANDROID_BUTTON_R2 = 105
|
|
||||||
} GamepadAndroid;
|
|
||||||
|
|
||||||
// Shader location point type
|
// Shader location point type
|
||||||
typedef enum {
|
typedef enum {
|
||||||
LOC_VERTEX_POSITION = 0,
|
LOC_VERTEX_POSITION = 0,
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue