Minor tweaks
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dd6e006d78
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1 changed files with 4 additions and 3 deletions
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@ -440,7 +440,8 @@ typedef struct CoreData {
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float currentWheelMove; // Registers current mouse wheel variation
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float previousWheelMove; // Registers previous mouse wheel variation
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab (Can't be written directly due to multithreading, app could miss the update)
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// NOTE: currentButtonState[] can't be written directly due to multithreading, app could miss the update
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char currentButtonStateEvdev[MAX_MOUSE_BUTTONS]; // Holds the new mouse state for the next polling event to grab
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#endif
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} Mouse;
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struct {
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@ -454,13 +455,13 @@ typedef struct CoreData {
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int lastButtonPressed; // Register last gamepad button pressed
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int axisCount; // Register number of available gamepad axis
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bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
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char name[MAX_GAMEPADS][64]; // 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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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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pthread_t threadId; // Gamepad reading thread id
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int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
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char name[MAX_GAMEPADS][64]; // Gamepad name holder
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#endif
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} Gamepad;
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} Input;
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