Remove unecessary spaces...
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b681e8c277
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c85dfd4bc6
7 changed files with 445 additions and 445 deletions
100
src/core.c
100
src/core.c
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@ -9,7 +9,7 @@
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* External libs:
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* GLFW3 - Manage graphic device, OpenGL context and inputs on PLATFORM_DESKTOP (Windows, Linux, OSX)
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* raymath - 3D math functionality (Vector3, Matrix, Quaternion)
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* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
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* camera - Multiple 3D camera modes (free, orbital, 1st person, 3rd person)
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* gestures - Gestures system for touch-ready devices (or simulated from mouse inputs)
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*
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* Module Configuration Flags:
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@ -103,7 +103,7 @@
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#include <linux/kd.h> // Linux: KDSKBMODE, K_MEDIUMRAM constants definition
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#include <linux/input.h> // Linux: Keycodes constants definition (KEY_A, ...)
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#include <linux/joystick.h> // Linux: Joystick support library
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#include "bcm_host.h" // Raspberry Pi VideoCore IV access functions
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#include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions
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@ -488,9 +488,9 @@ void CloseWindow(void)
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// Wait for mouse and gamepad threads to finish before closing
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// NOTE: Those threads should already have finished at this point
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// because they are controlled by windowShouldClose variable
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windowShouldClose = true; // Added to force threads to exit when the close window is called
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pthread_join(mouseThreadId, NULL);
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pthread_join(touchThreadId, NULL);
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pthread_join(gamepadThreadId, NULL);
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@ -649,14 +649,14 @@ void EndDrawing(void)
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frameTime = updateTime + drawTime;
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// Wait for some milliseconds...
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if (frameTime < targetTime)
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if (frameTime < targetTime)
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{
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Wait((int)((targetTime - frameTime)*1000));
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currentTime = GetTime();
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double extraTime = currentTime - previousTime;
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previousTime = currentTime;
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frameTime = updateTime + drawTime + extraTime;
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}
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}
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@ -1147,7 +1147,7 @@ bool IsKeyDown(int key)
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bool IsKeyReleased(int key)
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{
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bool released = false;
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if ((currentKeyState[key] != previousKeyState[key]) && (currentKeyState[key] == 0)) released = true;
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else released = false;
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@ -1182,7 +1182,7 @@ void SetExitKey(int key)
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bool IsGamepadAvailable(int gamepad)
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{
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bool result = false;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) result = true;
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#endif
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@ -1196,7 +1196,7 @@ bool IsGamepadName(int gamepad, const char *name)
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bool result = false;
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#if !defined(PLATFORM_ANDROID)
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const char *gamepadName = NULL;
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const char *gamepadName = NULL;
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if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
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if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
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@ -1235,7 +1235,7 @@ int GetGamepadAxisCount(int gamepad)
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float GetGamepadAxisMovement(int gamepad, int axis)
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{
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float value = 0;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = gamepadAxisState[gamepad][axis];
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#endif
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@ -1249,8 +1249,8 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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bool pressed = false;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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(currentGamepadState[gamepad][button] == 1)) pressed = true;
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#endif
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@ -1274,10 +1274,10 @@ bool IsGamepadButtonDown(int gamepad, int button)
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bool IsGamepadButtonReleased(int gamepad, int button)
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{
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bool released = false;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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(currentGamepadState[gamepad][button] == 0)) released = true;
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#endif
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@ -1290,7 +1290,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
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bool result = false;
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#if !defined(PLATFORM_ANDROID)
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] == 0)) result = true;
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#endif
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@ -1503,7 +1503,7 @@ static void InitGraphicsDevice(int width, int height)
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glfwWindowHint(GLFW_RESIZABLE, GL_TRUE); // Resizable window
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}
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else glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
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//glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window
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//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
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//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default)
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@ -1941,7 +1941,7 @@ static double GetTime(void)
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// Wait for some milliseconds (stop program execution)
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static void Wait(int ms)
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{
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#if defined _WIN32
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#if defined _WIN32
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Sleep(ms);
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#elif defined __linux || defined(PLATFORM_WEB)
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struct timespec req = { 0 };
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@ -1949,7 +1949,7 @@ static void Wait(int ms)
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ms -= (sec*1000);
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req.tv_sec=sec;
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req.tv_nsec=ms*1000000L;
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// NOTE: Use nanosleep() on Unix platforms... usleep() it's deprecated.
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while (nanosleep(&req,&req) == -1) continue;
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//#elif defined __APPLE__
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@ -1999,10 +1999,10 @@ static void PollInputEvents(void)
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// NOTE: Gestures update must be called every frame to reset gestures correctly
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// because ProcessGestureEvent() is just called on an event, not every frame
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UpdateGestures();
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// Reset last key pressed registered
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lastKeyPressed = -1;
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#if !defined(PLATFORM_RPI)
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// Reset last gamepad button/axis registered state
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lastGamepadButtonPressed = -1;
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@ -2018,7 +2018,7 @@ static void PollInputEvents(void)
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mousePosition.x = (float)mouseX;
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mousePosition.y = (float)mouseY;
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// Keyboard input polling (automatically managed by GLFW3 through callback)
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// Register previous keys states
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@ -2039,7 +2039,7 @@ static void PollInputEvents(void)
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if (glfwJoystickPresent(i)) gamepadReady[i] = true;
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else gamepadReady[i] = false;
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}
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// Register gamepads buttons events
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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@ -2047,14 +2047,14 @@ static void PollInputEvents(void)
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{
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// Register previous gamepad states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
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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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const unsigned char *buttons;
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int buttonsCount;
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buttons = glfwGetJoystickButtons(i, &buttonsCount);
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for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
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{
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if (buttons[k] == GLFW_PRESS)
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@ -2064,18 +2064,18 @@ static void PollInputEvents(void)
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}
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else currentGamepadState[i][k] = 0;
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}
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// Get current axis state
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const float *axes;
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int axisCount = 0;
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axes = glfwGetJoystickAxes(i, &axisCount);
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for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++)
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{
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gamepadAxisState[i][k] = axes[k];
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}
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gamepadAxisCount = axisCount;
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}
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}
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@ -2088,16 +2088,16 @@ static void PollInputEvents(void)
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#if defined(PLATFORM_WEB)
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// Get number of gamepads connected
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int numGamepads = emscripten_get_num_gamepads();
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for (int i = 0; (i < numGamepads) && (i < MAX_GAMEPADS); i++)
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{
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// Register previous gamepad button states
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for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
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EmscriptenGamepadEvent gamepadState;
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int result = emscripten_get_gamepad_status(i, &gamepadState);
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if (result == EMSCRIPTEN_RESULT_SUCCESS)
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{
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// Register buttons data for every connected gamepad
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@ -2109,16 +2109,16 @@ static void PollInputEvents(void)
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lastGamepadButtonPressed = j;
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}
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else currentGamepadState[i][j] = 0;
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//printf("Gamepad %d, button %d: Digital: %d, Analog: %g\n", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
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}
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// Register axis data for every connected gamepad
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for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
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{
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gamepadAxisState[i][j] = gamepadState.axis[j];
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}
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gamepadAxisCount = gamepadState.numAxes;
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}
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}
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@ -2665,16 +2665,16 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE
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{
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/*
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printf("%s: timeStamp: %g, connected: %d, index: %ld, numAxes: %d, numButtons: %d, id: \"%s\", mapping: \"%s\"\n",
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eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state",
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eventType != 0 ? emscripten_event_type_to_string(eventType) : "Gamepad state",
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gamepadEvent->timestamp, gamepadEvent->connected, gamepadEvent->index, gamepadEvent->numAxes, gamepadEvent->numButtons, gamepadEvent->id, gamepadEvent->mapping);
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for(int i = 0; i < gamepadEvent->numAxes; ++i) printf("Axis %d: %g\n", i, gamepadEvent->axis[i]);
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for(int i = 0; i < gamepadEvent->numButtons; ++i) printf("Button %d: Digital: %d, Analog: %g\n", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
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*/
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) gamepadReady[gamepadEvent->index] = true;
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else gamepadReady[gamepadEvent->index] = false;
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// TODO: Test gamepadEvent->index
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return 0;
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@ -2935,7 +2935,7 @@ static void InitTouch(void)
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}
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// Touch reading thread.
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// This reads from a Virtual Input Event /dev/input/event4 which is
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// This reads from a Virtual Input Event /dev/input/event4 which is
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// created by the ts_uinput daemon. This takes, filters and scales
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// raw input from the Touchscreen (which appears in /dev/input/event3)
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// based on the Calibration data referenced by tslib.
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if (read(touchStream, &ev, sizeof(ev)) == (int)sizeof(ev))
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{
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// if pressure > 0 then simulate left mouse button click
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if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1)
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if (ev.type == EV_ABS && ev.code == 24 && ev.value == 0 && currentMouseState[0] == 1)
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{
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currentMouseState[0] = 0;
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gestureEvent.touchAction = TOUCH_UP;
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gestureEvent.position[1].x /= (float)GetScreenWidth();
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gestureEvent.position[1].y /= (float)GetScreenHeight();
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ProcessGestureEvent(gestureEvent);
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}
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if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0)
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}
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if (ev.type == EV_ABS && ev.code == 24 && ev.value > 0 && currentMouseState[0] == 0)
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{
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currentMouseState[0] = 1;
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currentMouseState[0] = 1;
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gestureEvent.touchAction = TOUCH_DOWN;
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gestureEvent.pointCount = 1;
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gestureEvent.pointerId[0] = 0;
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gestureEvent.position[1].x /= (float)GetScreenWidth();
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gestureEvent.position[1].y /= (float)GetScreenHeight();
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ProcessGestureEvent(gestureEvent);
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}
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}
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// x & y values supplied by event4 have been scaled & de-jittered using tslib calibration data
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if (ev.type == EV_ABS && ev.code == 0)
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if (ev.type == EV_ABS && ev.code == 0)
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{
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mousePosition.x = ev.value;
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if (mousePosition.x < 0) mousePosition.x = 0;
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gestureEvent.position[1].y /= (float)GetScreenHeight();
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ProcessGestureEvent(gestureEvent);
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}
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if (ev.type == EV_ABS && ev.code == 1)
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if (ev.type == EV_ABS && ev.code == 1)
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{
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mousePosition.y = ev.value;
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if (mousePosition.y < 0) mousePosition.y = 0;
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gestureEvent.position[1].y /= (float)GetScreenHeight();
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ProcessGestureEvent(gestureEvent);
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}
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}
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}
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return NULL;
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{
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// 1 - button pressed, 0 - button released
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currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
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if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
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else lastGamepadButtonPressed = -1;
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}
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