diff --git a/src/core.c b/src/core.c index 3bade07bf..8e15eb96e 100644 --- a/src/core.c +++ b/src/core.c @@ -96,8 +96,8 @@ #include // UNIX System call for device-specific input/output operations - ioctl() #include // Linux: KDSKBMODE, K_MEDIUMRAM constants definition #include // Linux: Keycodes constants definition (KEY_A, ...) - #include - + #include // Linux: Joystick support library + #include "bcm_host.h" // Raspberry Pi VideoCore IV access functions #include "EGL/egl.h" // Khronos EGL library - Native platform display device control functions @@ -175,6 +175,7 @@ static pthread_t mouseThreadId; // Mouse reading thread id // Gamepad input variables static int gamepadStream[MAX_GAMEPADS] = { -1 };// Gamepad device file descriptor static pthread_t gamepadThreadId; // Gamepad reading thread id +static char gamepadName[64]; // Gamepad name holder #endif #if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) @@ -1188,6 +1189,10 @@ const char *GetGamepadName(int gamepad) #if defined(PLATFORM_DESKTOP) if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad); else return NULL; +#elif defined(PLATFORM_RPI) + if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGNAME(64), &gamepadName); + + return gamepadName; #else return NULL; #endif @@ -1196,6 +1201,11 @@ const char *GetGamepadName(int gamepad) // Return gamepad axis count int GetGamepadAxisCount(int gamepad) { +#if defined(PLATFORM_RPI) + int axisCount = 0; + if (gamepadReady[gamepad]) ioctl(gamepadStream[gamepad], JSIOCGAXES, &axisCount); + gamepadAxisCount = axisCount; +#endif return gamepadAxisCount; } @@ -1939,9 +1949,11 @@ static void PollInputEvents(void) // Reset last key pressed registered lastKeyPressed = -1; - // Reset last gamepad button pressed registered +#if !defined(PLATFORM_RPI) + // Reset last gamepad button/axis registered state lastGamepadButtonPressed = -1; gamepadAxisCount = 0; +#endif #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) // Mouse input polling @@ -2850,6 +2862,7 @@ static void *GamepadThread(void *arg) currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value; if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number; + else lastGamepadButtonPressed = -1; } } else if (gamepadEvent.type == JS_EVENT_AXIS) diff --git a/src/raylib.h b/src/raylib.h index 58037770f..08acafdd1 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -216,8 +216,8 @@ #define GAMEPAD_PS3_AXIS_LEFT_Y 1 #define GAMEPAD_PS3_AXIS_RIGHT_X 2 #define GAMEPAD_PS3_AXIS_RIGHT_Y 5 -#define GAMEPAD_PS3_AXIS_L2 3 // 1.0(not pressed) --> -1.0(completely pressed) -#define GAMEPAD_PS3_AXIS_R2 4 // 1.0(not pressed) --> -1.0(completely pressed) +#define GAMEPAD_PS3_AXIS_L2 3 // [1..-1] (pressure-level) +#define GAMEPAD_PS3_AXIS_R2 4 // [1..-1] (pressure-level) // Xbox360 USB Controller Buttons #define GAMEPAD_XBOX_BUTTON_A 0 @@ -232,27 +232,25 @@ #define GAMEPAD_XBOX_BUTTON_RIGHT 11 #define GAMEPAD_XBOX_BUTTON_DOWN 12 #define GAMEPAD_XBOX_BUTTON_LEFT 13 -#define GAMEPAD_XBOX_BUTTON_HOME 9 +#define GAMEPAD_XBOX_BUTTON_HOME 8 // Xbox360 USB Controller Axis -#define GAMEPAD_XBOX_AXIS_LEFT_X 0 -#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 -#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 -#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 -#define GAMEPAD_XBOX_AXIS_LT 4 // -1.0(not pressed) --> 1.0(completely pressed) -#define GAMEPAD_XBOX_AXIS_RT 5 // -1.0(not pressed) --> 1.0(completely pressed) +#define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) +#define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [1..-1] (up->down) +#define GAMEPAD_XBOX_AXIS_RIGHT_X 2 // [-1..1] (left->right) +#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3 // [1..-1] (up->down) +#define GAMEPAD_XBOX_AXIS_LT 4 // [-1..1] (pressure-level) +#define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) -/* // NOTE: For Raspberry Pi, axis must be reconfigured #if defined(PLATFORM_RPI) - #define GAMEPAD_XBOX_AXIS_LEFT_X 7 - #define GAMEPAD_XBOX_AXIS_LEFT_Y 6 - #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 - #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 - #define GAMEPAD_XBOX_AXIS_LT 2 - #define GAMEPAD_XBOX_AXIS_RT 5 + #define GAMEPAD_XBOX_AXIS_LEFT_X 0 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_LEFT_Y 1 // [-1..1] (up->down) + #define GAMEPAD_XBOX_AXIS_RIGHT_X 3 // [-1..1] (left->right) + #define GAMEPAD_XBOX_AXIS_RIGHT_Y 4 // [-1..1] (up->down) + #define GAMEPAD_XBOX_AXIS_LT 2 // [-1..1] (pressure-level) + #define GAMEPAD_XBOX_AXIS_RT 5 // [-1..1] (pressure-level) #endif -*/ // NOTE: MSC C++ compiler does not support compound literals (C99 feature) // Plain structures in C++ (without constructors) can be initialized from { } initializers.