Formatting changes
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f8c6226826
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2 changed files with 16 additions and 38 deletions
29
src/core.c
29
src/core.c
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@ -3110,33 +3110,10 @@ static GamepadButton GetGamepadButton(int button)
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#endif
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#endif
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#if defined(PLATFORM_UWP)
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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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b = button;
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#endif
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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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// https://www.w3.org/TR/gamepad/#gamepad-interface
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// https://www.w3.org/TR/gamepad/#gamepad-interface
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switch (button)
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switch (button)
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{
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{
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@ -3182,7 +3159,7 @@ static GamepadAxis GetGamepadAxis(int axis)
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#endif
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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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// https://www.w3.org/TR/gamepad/#gamepad-interface
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switch(axis)
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switch(axis)
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{
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{
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case 0: a = GAMEPAD_AXIS_LEFT_X;
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case 0: a = GAMEPAD_AXIS_LEFT_X;
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@ -3432,7 +3409,7 @@ static void PollInputEvents(void)
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// NOTE: There is no callback available, so we get it manually
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// NOTE: There is no callback available, so we get it manually
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// Get remapped buttons
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// Get remapped buttons
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GLFWgamepadstate state;
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GLFWgamepadstate state;
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glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same
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glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
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const unsigned char *buttons = state.buttons;
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const unsigned char *buttons = state.buttons;
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
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@ -3456,7 +3433,7 @@ static void PollInputEvents(void)
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gamepadAxisState[i][axis] = axes[k];
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gamepadAxisState[i][axis] = axes[k];
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}
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}
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//Register buttons for 2nd triggers
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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@ -655,6 +655,7 @@ typedef enum
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typedef enum
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typedef enum
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{
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{
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// This is here just for error checking
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GAMEPAD_AXIS_UNKNOWN = 0,
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GAMEPAD_AXIS_UNKNOWN = 0,
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// Left stick
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// Left stick
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@ -665,7 +666,7 @@ typedef enum
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GAMEPAD_AXIS_RIGHT_X,
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GAMEPAD_AXIS_RIGHT_X,
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GAMEPAD_AXIS_RIGHT_Y,
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GAMEPAD_AXIS_RIGHT_Y,
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//Pressure levels
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// Pressure levels for the back triggers
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GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
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GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
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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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