Formatting changes
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2 changed files with 16 additions and 38 deletions
35
src/core.c
35
src/core.c
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@ -3110,34 +3110,11 @@ 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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case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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@ -3178,11 +3155,11 @@ static GamepadAxis GetGamepadAxis(int axis)
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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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a = axis; //UWP will provide the correct axis
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a = axis; // UWP will provide the correct 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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@ -3430,9 +3407,9 @@ static void PollInputEvents(void)
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// Get current gamepad state
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// Get current gamepad state
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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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19
src/raylib.h
19
src/raylib.h
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@ -622,50 +622,51 @@ typedef enum {
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// Gamepad Buttons
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// Gamepad Buttons
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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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// This is here just for error checking
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GAMEPAD_BUTTON_UNKNOWN = 0,
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GAMEPAD_BUTTON_UNKNOWN = 0,
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//This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though..
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// This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though..
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GAMEPAD_BUTTON_LEFT_FACE_UP,
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GAMEPAD_BUTTON_LEFT_FACE_UP,
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GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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//This is normally a DPAD
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// This is normally a DPAD
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GAMEPAD_BUTTON_RIGHT_FACE_UP,
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GAMEPAD_BUTTON_RIGHT_FACE_UP,
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
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GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
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GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
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//Triggers
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// Triggers
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GAMEPAD_BUTTON_LEFT_TRIGGER_1,
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GAMEPAD_BUTTON_LEFT_TRIGGER_1,
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GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
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GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
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//These are buttons in the center of the gamepad
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// These are buttons in the center of the gamepad
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GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
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GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
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GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
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GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
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GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
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GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
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//These are the joystick press in buttons
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// These are the joystick press in buttons
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GAMEPAD_BUTTON_LEFT_THUMB,
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GAMEPAD_BUTTON_LEFT_THUMB,
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GAMEPAD_BUTTON_RIGHT_THUMB
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GAMEPAD_BUTTON_RIGHT_THUMB
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} GamepadButton;
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} GamepadButton;
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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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GAMEPAD_AXIS_LEFT_X,
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GAMEPAD_AXIS_LEFT_X,
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GAMEPAD_AXIS_LEFT_Y,
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GAMEPAD_AXIS_LEFT_Y,
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//Right stick
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// Right stick
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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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