Why does visual studio keep using tabs!!!
This commit is contained in:
parent
d42965b0b0
commit
e69688437a
1 changed files with 57 additions and 57 deletions
114
src/core.c
114
src/core.c
|
@ -3083,93 +3083,93 @@ static bool GetMouseButtonStatus(int button)
|
||||||
|
|
||||||
static GamepadButton GetGamepadButton(int button)
|
static GamepadButton GetGamepadButton(int button)
|
||||||
{
|
{
|
||||||
GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
|
GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
|
||||||
#if defined(PLATFORM_DESKTOP)
|
#if defined(PLATFORM_DESKTOP)
|
||||||
switch (button)
|
switch (button)
|
||||||
{
|
{
|
||||||
case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
||||||
|
|
||||||
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
||||||
|
|
||||||
case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
|
case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
||||||
|
|
||||||
case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
||||||
|
|
||||||
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
||||||
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(PLATFORM_UWP)
|
#if defined(PLATFORM_UWP)
|
||||||
b = button; // UWP will provide the correct button
|
b = button; // UWP will provide the correct button
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(PLATFORM_WEB)
|
#if defined(PLATFORM_WEB)
|
||||||
// https://www.w3.org/TR/gamepad/#gamepad-interface
|
// https://www.w3.org/TR/gamepad/#gamepad-interface
|
||||||
switch (button)
|
switch (button)
|
||||||
{
|
{
|
||||||
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
|
||||||
case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
||||||
case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
|
||||||
case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
||||||
case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
|
||||||
case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
|
||||||
case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
|
case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
|
||||||
case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
|
case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
|
||||||
case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
|
||||||
case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
|
||||||
case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
|
||||||
case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
|
||||||
case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
|
||||||
case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
|
||||||
case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
|
||||||
case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return b;
|
return b;
|
||||||
}
|
}
|
||||||
|
|
||||||
static GamepadAxis GetGamepadAxis(int axis)
|
static GamepadAxis GetGamepadAxis(int axis)
|
||||||
{
|
{
|
||||||
GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
|
GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
|
||||||
#if defined(PLATFORM_DESKTOP)
|
#if defined(PLATFORM_DESKTOP)
|
||||||
switch(axis)
|
switch(axis)
|
||||||
{
|
{
|
||||||
case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
|
case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
|
||||||
case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
|
case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
|
||||||
case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
|
case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
|
||||||
case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
|
case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
|
||||||
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
|
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
|
||||||
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
|
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(PLATFORM_UWP)
|
#if defined(PLATFORM_UWP)
|
||||||
a = axis; // UWP will provide the correct axis
|
a = axis; // UWP will provide the correct axis
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(PLATFORM_WEB)
|
#if defined(PLATFORM_WEB)
|
||||||
// https://www.w3.org/TR/gamepad/#gamepad-interface
|
// https://www.w3.org/TR/gamepad/#gamepad-interface
|
||||||
switch(axis)
|
switch(axis)
|
||||||
{
|
{
|
||||||
case 0: a = GAMEPAD_AXIS_LEFT_X;
|
case 0: a = GAMEPAD_AXIS_LEFT_X;
|
||||||
case 1: a = GAMEPAD_AXIS_LEFT_Y;
|
case 1: a = GAMEPAD_AXIS_LEFT_Y;
|
||||||
case 2: a = GAMEPAD_AXIS_RIGHT_X;
|
case 2: a = GAMEPAD_AXIS_RIGHT_X;
|
||||||
case 3: a = GAMEPAD_AXIS_RIGHT_X;
|
case 3: a = GAMEPAD_AXIS_RIGHT_X;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
return a;
|
return a;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Poll (store) all input events
|
// Poll (store) all input events
|
||||||
|
@ -3408,13 +3408,13 @@ static void PollInputEvents(void)
|
||||||
// Get current gamepad state
|
// Get current gamepad state
|
||||||
// NOTE: There is no callback available, so we get it manually
|
// NOTE: There is no callback available, so we get it manually
|
||||||
// Get remapped buttons
|
// Get remapped buttons
|
||||||
GLFWgamepadstate state;
|
GLFWgamepadstate state;
|
||||||
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
|
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
|
||||||
const unsigned char *buttons = state.buttons;
|
const unsigned char *buttons = state.buttons;
|
||||||
|
|
||||||
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
|
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
|
||||||
{
|
{
|
||||||
const GamepadButton button = GetGamepadButton(k);
|
const GamepadButton button = GetGamepadButton(k);
|
||||||
|
|
||||||
if (buttons[k] == GLFW_PRESS)
|
if (buttons[k] == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
|
@ -3429,13 +3429,13 @@ static void PollInputEvents(void)
|
||||||
|
|
||||||
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
|
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
|
||||||
{
|
{
|
||||||
const GamepadAxis axis = GetGamepadAxis(k);
|
const GamepadAxis axis = GetGamepadAxis(k);
|
||||||
gamepadAxisState[i][axis] = axes[k];
|
gamepadAxisState[i][axis] = axes[k];
|
||||||
}
|
}
|
||||||
|
|
||||||
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
|
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
|
||||||
currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
|
currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
|
||||||
currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
|
currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
|
||||||
|
|
||||||
gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
|
gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
|
||||||
}
|
}
|
||||||
|
@ -3471,7 +3471,7 @@ static void PollInputEvents(void)
|
||||||
// Register buttons data for every connected gamepad
|
// Register buttons data for every connected gamepad
|
||||||
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
|
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
|
||||||
{
|
{
|
||||||
const GamepadButton button = GetGamepadButton(j);
|
const GamepadButton button = GetGamepadButton(j);
|
||||||
if (gamepadState.digitalButton[j] == 1)
|
if (gamepadState.digitalButton[j] == 1)
|
||||||
{
|
{
|
||||||
currentGamepadState[i][button] = 1;
|
currentGamepadState[i][button] = 1;
|
||||||
|
@ -3485,7 +3485,7 @@ static void PollInputEvents(void)
|
||||||
// Register axis data for every connected gamepad
|
// Register axis data for every connected gamepad
|
||||||
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
|
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
|
||||||
{
|
{
|
||||||
const GamepadAxis axis = GetGamepadAxis(k);
|
const GamepadAxis axis = GetGamepadAxis(k);
|
||||||
gamepadAxisState[i][axis] = gamepadState.axis[j];
|
gamepadAxisState[i][axis] = gamepadState.axis[j];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue