[platforms/glfw] fix: allow GetGamepadButtonPressed() to return GAMEPAD_BUTTON_LEFT_TRIGGER_2 / GAME_PAD_BUTTON_RIGHT_TRIGGER_2 if they are pressed (#4742)
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1 changed files with 12 additions and 2 deletions
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@ -1238,8 +1238,18 @@ void PollInputEvents(void)
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}
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f);
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f);
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if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1f)
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{
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 1;
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CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_LEFT_TRIGGER_2;
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}
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else CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = 0;
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if (CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1f)
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{
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CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = 1;
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CORE.Input.Gamepad.lastButtonPressed = GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
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}
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else CORE.Input.Gamepad.currentButtonState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = 0;
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CORE.Input.Gamepad.axisCount[i] = GLFW_GAMEPAD_AXIS_LAST + 1;
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}
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