From b911cefab3f39506e22d517088cc9869f363e897 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sat, 27 Apr 2019 20:49:33 +0100 Subject: [PATCH 01/11] First gamepad stuff --- .../examples/core_basic_window_cpp.vcxproj | 9 +- src/core.c | 126 +++++++++++++++--- src/raylib.h | 51 +++++++ 3 files changed, 162 insertions(+), 24 deletions(-) diff --git a/projects/VS2017/examples/core_basic_window_cpp.vcxproj b/projects/VS2017/examples/core_basic_window_cpp.vcxproj index cfe085241..bc8221a57 100644 --- a/projects/VS2017/examples/core_basic_window_cpp.vcxproj +++ b/projects/VS2017/examples/core_basic_window_cpp.vcxproj @@ -167,12 +167,13 @@ - - {e89d61ac-55de-4482-afd4-df7242ebc859} - + - + + {e89d61ac-55de-4482-afd4-df7242ebc859} + true + diff --git a/src/core.c b/src/core.c index 0d17fdada..448ad6685 100644 --- a/src/core.c +++ b/src/core.c @@ -3050,6 +3050,86 @@ static bool GetMouseButtonStatus(int button) #endif } +static GamepadButton GetGamepadButton(int button) +{ + GamepadButton b = GAMEPAD_BUTTON_UNKNOWN; +#if defined(PLATFORM_DESKTOP) + switch (button) + { + 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_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; 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_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; 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_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_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_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; 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; + } +#endif + +#if defined(PLATFORM_WEB) + //TODO: TEST + //https://www.w3.org/TR/gamepad/#gamepad-interface + switch (button) + { + case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; + case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; + case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break; + case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; + case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + } +#endif + + return b; +} + +static GamepadAxis GetGamepadAxis(int axis) +{ + GamepadAxis a = GAMEPAD_AXIS_UNKNOWN; +#if defined(PLATFORM_DESKTOP) + switch(axis) + { + 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_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; 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_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break; + } +#endif + +#if defined(PLATFORM_WEB) + //TODO: TEST + switch(axis) + { + case 0: a = GAMEPAD_AXIS_LEFT_X; + case 1: a = GAMEPAD_AXIS_LEFT_Y; + case 2: a = GAMEPAD_AXIS_RIGHT_X; + case 3: a = GAMEPAD_AXIS_RIGHT_X; + } +#endif + + return a; +} + // Poll (store) all input events static void PollInputEvents(void) { @@ -3114,7 +3194,7 @@ static void PollInputEvents(void) #if defined(PLATFORM_DESKTOP) // Check if gamepads are ready - // NOTE: We do it here in case of disconection + // NOTE: We do it here in case of disconnection for (int i = 0; i < MAX_GAMEPADS; i++) { if (glfwJoystickPresent(i)) gamepadReady[i] = true; @@ -3131,33 +3211,37 @@ static void PollInputEvents(void) // Get current gamepad state // NOTE: There is no callback available, so we get it manually - const unsigned char *buttons; - int buttonsCount; + //Get remapped buttons + GLFWgamepadstate state; + glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same + const unsigned char *buttons = state.buttons; - buttons = glfwGetJoystickButtons(i, &buttonsCount); - - for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < 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); + if (buttons[k] == GLFW_PRESS) { - currentGamepadState[i][k] = 1; - lastGamepadButtonPressed = k; + currentGamepadState[i][button] = 1; + lastGamepadButtonPressed = button; } - else currentGamepadState[i][k] = 0; + else currentGamepadState[i][button] = 0; } // Get current axis state - const float *axes; - int axisCount = 0; + const float *axes = state.axes; - axes = glfwGetJoystickAxes(i, &axisCount); - - for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) + for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) { - gamepadAxisState[i][k] = axes[k]; + const GamepadAxis axis = GetGamepadAxis(k); + gamepadAxisState[i][axis] = axes[k]; } - gamepadAxisCount = axisCount; + //Register buttons for 2nd triggers + 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); + + gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST; } } @@ -3191,12 +3275,13 @@ static void PollInputEvents(void) // Register buttons data for every connected gamepad for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) { + const GamepadButton button = GetGamepadButton(j); if (gamepadState.digitalButton[j] == 1) { - currentGamepadState[i][j] = 1; - lastGamepadButtonPressed = j; + currentGamepadState[i][button] = 1; + lastGamepadButtonPressed = button; } - else currentGamepadState[i][j] = 0; + else currentGamepadState[i][button] = 0; //TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); } @@ -3204,7 +3289,8 @@ static void PollInputEvents(void) // Register axis data for every connected gamepad for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) { - gamepadAxisState[i][j] = gamepadState.axis[j]; + const GamepadAxis axis = GetGamepadAxis(k); + gamepadAxisState[i][axis] = gamepadState.axis[j]; } gamepadAxisCount = gamepadState.numAxes; diff --git a/src/raylib.h b/src/raylib.h index 43260e066..9759000fb 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -619,6 +619,57 @@ typedef enum { GAMEPAD_PLAYER4 = 3 } GamepadNumber; +// Gamepad Buttons +typedef enum +{ + //This is here just for error checking + GAMEPAD_BUTTON_UNKNOWN = 0, + + //This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though.. + GAMEPAD_BUTTON_LEFT_FACE_UP, + GAMEPAD_BUTTON_LEFT_FACE_RIGHT, + GAMEPAD_BUTTON_LEFT_FACE_DOWN, + GAMEPAD_BUTTON_LEFT_FACE_LEFT, + + + //This is normally a DPAD + GAMEPAD_BUTTON_RIGHT_FACE_UP, + GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, + GAMEPAD_BUTTON_RIGHT_FACE_DOWN, + GAMEPAD_BUTTON_RIGHT_FACE_LEFT, + + //Triggers + GAMEPAD_BUTTON_LEFT_TRIGGER_1, + GAMEPAD_BUTTON_LEFT_TRIGGER_2, + GAMEPAD_BUTTON_RIGHT_TRIGGER_1, + GAMEPAD_BUTTON_RIGHT_TRIGGER_2, + + //These are buttons in the center of the gamepad + GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select + GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button + GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start + + //These are the joystick press in buttons + GAMEPAD_BUTTON_LEFT_THUMB, + GAMEPAD_BUTTON_RIGHT_THUMB +} GamepadButton; + +typedef enum +{ + GAMEPAD_AXIS_UNKNOWN = 0, + //Left stick + GAMEPAD_AXIS_LEFT_X, + GAMEPAD_AXIS_LEFT_Y, + + //Right stick + GAMEPAD_AXIS_RIGHT_X, + GAMEPAD_AXIS_RIGHT_Y, + + //Pressure levels + GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level) + GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level) +} GamepadAxis; + // PS3 USB Controller Buttons // TODO: Provide a generic way to list gamepad controls schemes, // defining specific controls schemes is not a good option From 56ded3259ded9c5fc8d5c7dff1a50044326f5ab5 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sat, 27 Apr 2019 21:36:57 +0100 Subject: [PATCH 02/11] More work, UWP now supports it and deleted old gamepads --- projects/VS2017.UWP/raylib.App.UWP/App.cpp | 6 +- projects/VS2017.UWP/raylib.App.UWP/BaseApp.h | 41 +++++----- .../examples/core_basic_window_cpp.vcxproj | 7 +- src/core.c | 38 +++++++++ src/raylib.h | 78 ------------------- 5 files changed, 66 insertions(+), 104 deletions(-) diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.cpp b/projects/VS2017.UWP/raylib.App.UWP/App.cpp index ae137ed2a..fb07636c5 100644 --- a/projects/VS2017.UWP/raylib.App.UWP/App.cpp +++ b/projects/VS2017.UWP/raylib.App.UWP/App.cpp @@ -36,8 +36,8 @@ void App::Update() ClearBackground(RAYWHITE); - posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5; - posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5; + posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X) * 5; + posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y) * -5; DrawRectangle(posX, posY, 400, 100, RED); @@ -63,7 +63,7 @@ void App::Update() if (IsKeyDown(KEY_LEFT_ALT)) DrawRectangle(250, 250, 20, 20, BLACK); - if (IsKeyDown(KEY_BACKSPACE)) + if (IsKeyDown(KEY_BACKSPACE) || IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawRectangle(280, 250, 20, 20, BLACK); if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) DrawRectangle(280, 250, 20, 20, BLACK); diff --git a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h index e27909e25..65483754d 100644 --- a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h +++ b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h @@ -371,27 +371,30 @@ protected: GamepadReading reading = gamepad->GetCurrentReading(); // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft)); - RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP + RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y)); + + RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder)); + + RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller + RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller + + RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft)); + RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP // Get current axis state - RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX); - RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY); - RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX); - RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY); - RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger); - RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger); + RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX); + RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY); + RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX); + RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY); + RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger); + RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger); } } } diff --git a/projects/VS2017/examples/core_basic_window_cpp.vcxproj b/projects/VS2017/examples/core_basic_window_cpp.vcxproj index bc8221a57..cfe085241 100644 --- a/projects/VS2017/examples/core_basic_window_cpp.vcxproj +++ b/projects/VS2017/examples/core_basic_window_cpp.vcxproj @@ -166,15 +166,14 @@ kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies) - - - {e89d61ac-55de-4482-afd4-df7242ebc859} - true + + + diff --git a/src/core.c b/src/core.c index 7977d0adf..2aa22fa64 100644 --- a/src/core.c +++ b/src/core.c @@ -3095,20 +3095,50 @@ static GamepadButton GetGamepadButton(int button) 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_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_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; 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_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_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_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; 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; } #endif +#if defined(PLATFORM_UWP) + /*switch(button) + { + case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + + case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + + case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + + case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break; + case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; + + case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT; + case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; + }*/ + //Above might not be most efficient, so not doing it for now + b = button; +#endif + #if defined(PLATFORM_WEB) //TODO: TEST //https://www.w3.org/TR/gamepad/#gamepad-interface @@ -3151,6 +3181,10 @@ static GamepadAxis GetGamepadAxis(int axis) } #endif +#if defined(PLATFORM_UWP) + a = axis; //UWP will provide the correct axis +#endif + #if defined(PLATFORM_WEB) //TODO: TEST switch(axis) @@ -3347,6 +3381,10 @@ static void PollInputEvents(void) { if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS) gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0; + + //Register buttons for 2nd triggers + currentGamepadState[msg->Int0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); + currentGamepadState[msg->Int0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); break; } diff --git a/src/raylib.h b/src/raylib.h index 9759000fb..1b4a54340 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -670,84 +670,6 @@ typedef enum GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level) } GamepadAxis; -// PS3 USB Controller Buttons -// TODO: Provide a generic way to list gamepad controls schemes, -// defining specific controls schemes is not a good option -typedef enum { - GAMEPAD_PS3_BUTTON_TRIANGLE = 0, - GAMEPAD_PS3_BUTTON_CIRCLE = 1, - GAMEPAD_PS3_BUTTON_CROSS = 2, - GAMEPAD_PS3_BUTTON_SQUARE = 3, - GAMEPAD_PS3_BUTTON_L1 = 6, - GAMEPAD_PS3_BUTTON_R1 = 7, - GAMEPAD_PS3_BUTTON_L2 = 4, - GAMEPAD_PS3_BUTTON_R2 = 5, - GAMEPAD_PS3_BUTTON_START = 8, - GAMEPAD_PS3_BUTTON_SELECT = 9, - GAMEPAD_PS3_BUTTON_PS = 12, - GAMEPAD_PS3_BUTTON_UP = 24, - GAMEPAD_PS3_BUTTON_RIGHT = 25, - GAMEPAD_PS3_BUTTON_DOWN = 26, - GAMEPAD_PS3_BUTTON_LEFT = 27 -} GamepadPS3Button; - -// PS3 USB Controller Axis -typedef enum { - GAMEPAD_PS3_AXIS_LEFT_X = 0, - GAMEPAD_PS3_AXIS_LEFT_Y = 1, - GAMEPAD_PS3_AXIS_RIGHT_X = 2, - GAMEPAD_PS3_AXIS_RIGHT_Y = 5, - GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level) - GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level) -} GamepadPS3Axis; - -// Xbox360 USB Controller Buttons -typedef enum { - GAMEPAD_XBOX_BUTTON_A = 0, - GAMEPAD_XBOX_BUTTON_B = 1, - GAMEPAD_XBOX_BUTTON_X = 2, - GAMEPAD_XBOX_BUTTON_Y = 3, - GAMEPAD_XBOX_BUTTON_LB = 4, - GAMEPAD_XBOX_BUTTON_RB = 5, - GAMEPAD_XBOX_BUTTON_SELECT = 6, - GAMEPAD_XBOX_BUTTON_START = 7, - GAMEPAD_XBOX_BUTTON_HOME = 8, - GAMEPAD_XBOX_BUTTON_UP = 10, - GAMEPAD_XBOX_BUTTON_RIGHT = 11, - GAMEPAD_XBOX_BUTTON_DOWN = 12, - GAMEPAD_XBOX_BUTTON_LEFT = 13 -} GamepadXbox360Button; - -// Xbox360 USB Controller Axis, -// NOTE: For Raspberry Pi, axis must be reconfigured -typedef enum { - GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right) - GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down) - GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right) - GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down) - GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level) - GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level) -} GamepadXbox360Axis; - -// Android Gamepad Controller (SNES CLASSIC) -typedef enum { - GAMEPAD_ANDROID_DPAD_UP = 19, - GAMEPAD_ANDROID_DPAD_DOWN = 20, - GAMEPAD_ANDROID_DPAD_LEFT = 21, - GAMEPAD_ANDROID_DPAD_RIGHT = 22, - GAMEPAD_ANDROID_DPAD_CENTER = 23, - GAMEPAD_ANDROID_BUTTON_A = 96, - GAMEPAD_ANDROID_BUTTON_B = 97, - GAMEPAD_ANDROID_BUTTON_C = 98, - GAMEPAD_ANDROID_BUTTON_X = 99, - GAMEPAD_ANDROID_BUTTON_Y = 100, - GAMEPAD_ANDROID_BUTTON_Z = 101, - GAMEPAD_ANDROID_BUTTON_L1 = 102, - GAMEPAD_ANDROID_BUTTON_R1 = 103, - GAMEPAD_ANDROID_BUTTON_L2 = 104, - GAMEPAD_ANDROID_BUTTON_R2 = 105 -} GamepadAndroid; - // Shader location point type typedef enum { LOC_VERTEX_POSITION = 0, From c1f33eb817765ad801b2419d86457a6102b64032 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sat, 27 Apr 2019 21:43:32 +0100 Subject: [PATCH 03/11] Line cleaning --- src/raylib.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/raylib.h b/src/raylib.h index 1b4a54340..b8347ef4e 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -631,7 +631,6 @@ typedef enum GAMEPAD_BUTTON_LEFT_FACE_DOWN, GAMEPAD_BUTTON_LEFT_FACE_LEFT, - //This is normally a DPAD GAMEPAD_BUTTON_RIGHT_FACE_UP, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, @@ -657,6 +656,7 @@ typedef enum typedef enum { GAMEPAD_AXIS_UNKNOWN = 0, + //Left stick GAMEPAD_AXIS_LEFT_X, GAMEPAD_AXIS_LEFT_Y, From 7ca856f9b76e7e9eac49120d145f89c2fc639c38 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 15:59:39 +0100 Subject: [PATCH 04/11] Formatting changes --- src/core.c | 35 ++++++----------------------------- src/raylib.h | 19 ++++++++++--------- 2 files changed, 16 insertions(+), 38 deletions(-) diff --git a/src/core.c b/src/core.c index ec7586df4..4bb1e76fc 100644 --- a/src/core.c +++ b/src/core.c @@ -3110,34 +3110,11 @@ static GamepadButton GetGamepadButton(int button) #endif #if defined(PLATFORM_UWP) - /*switch(button) - { - case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - - case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; - case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - - case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - - case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break; - case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; - - case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT; - case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; - }*/ - //Above might not be most efficient, so not doing it for now b = button; #endif #if defined(PLATFORM_WEB) - //TODO: TEST - //https://www.w3.org/TR/gamepad/#gamepad-interface + // https://www.w3.org/TR/gamepad/#gamepad-interface switch (button) { case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; @@ -3178,11 +3155,11 @@ static GamepadAxis GetGamepadAxis(int axis) #endif #if defined(PLATFORM_UWP) - a = axis; //UWP will provide the correct axis + a = axis; // UWP will provide the correct axis #endif #if defined(PLATFORM_WEB) - //TODO: TEST + // https://www.w3.org/TR/gamepad/#gamepad-interface switch(axis) { case 0: a = GAMEPAD_AXIS_LEFT_X; @@ -3430,9 +3407,9 @@ static void PollInputEvents(void) // Get current gamepad state // NOTE: There is no callback available, so we get it manually - //Get remapped buttons + // Get remapped buttons GLFWgamepadstate state; - glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same + glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller const unsigned char *buttons = state.buttons; for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) @@ -3456,7 +3433,7 @@ static void PollInputEvents(void) gamepadAxisState[i][axis] = axes[k]; } - //Register buttons for 2nd triggers + // 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_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); diff --git a/src/raylib.h b/src/raylib.h index cf8543a27..3fb4ee6db 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -622,50 +622,51 @@ typedef enum { // Gamepad Buttons typedef enum { - //This is here just for error checking + // This is here just for error checking GAMEPAD_BUTTON_UNKNOWN = 0, - //This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though.. + // This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though.. GAMEPAD_BUTTON_LEFT_FACE_UP, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, GAMEPAD_BUTTON_LEFT_FACE_DOWN, GAMEPAD_BUTTON_LEFT_FACE_LEFT, - //This is normally a DPAD + // This is normally a DPAD GAMEPAD_BUTTON_RIGHT_FACE_UP, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, - //Triggers + // Triggers GAMEPAD_BUTTON_LEFT_TRIGGER_1, GAMEPAD_BUTTON_LEFT_TRIGGER_2, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, GAMEPAD_BUTTON_RIGHT_TRIGGER_2, - //These are buttons in the center of the gamepad + // These are buttons in the center of the gamepad GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start - //These are the joystick press in buttons + // These are the joystick press in buttons GAMEPAD_BUTTON_LEFT_THUMB, GAMEPAD_BUTTON_RIGHT_THUMB } GamepadButton; typedef enum { + // This is here just for error checking GAMEPAD_AXIS_UNKNOWN = 0, - //Left stick + // Left stick GAMEPAD_AXIS_LEFT_X, GAMEPAD_AXIS_LEFT_Y, - //Right stick + // Right stick GAMEPAD_AXIS_RIGHT_X, GAMEPAD_AXIS_RIGHT_Y, - //Pressure levels + // Pressure levels for the back triggers GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level) GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level) } GamepadAxis; From 3244ec2a1d151dfd84e6145a9e9b4ce744cbc23e Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:03:23 +0100 Subject: [PATCH 05/11] Add another UWP comment for clarity --- src/core.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/core.c b/src/core.c index 4bb1e76fc..5eed81c9b 100644 --- a/src/core.c +++ b/src/core.c @@ -3110,7 +3110,7 @@ static GamepadButton GetGamepadButton(int button) #endif #if defined(PLATFORM_UWP) - b = button; + b = button; // UWP will provide the correct button #endif #if defined(PLATFORM_WEB) From d42965b0b02247f9b2581d3b7ba6e9ea47ddfcd6 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:05:45 +0100 Subject: [PATCH 06/11] Fix tabs --- src/core.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/core.c b/src/core.c index 5eed81c9b..fb1f4f1af 100644 --- a/src/core.c +++ b/src/core.c @@ -3324,9 +3324,9 @@ static void PollInputEvents(void) { if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0; - // Register buttons for 2nd triggers - currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); - currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); + // Register buttons for 2nd triggers + currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); + currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); } break; case UWP_MSG_SET_DISPLAY_DIMS: { From e69688437a33dbc15a2a7e143ad76e524184ff03 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:06:56 +0100 Subject: [PATCH 07/11] Why does visual studio keep using tabs!!! --- src/core.c | 114 ++++++++++++++++++++++++++--------------------------- 1 file changed, 57 insertions(+), 57 deletions(-) diff --git a/src/core.c b/src/core.c index fb1f4f1af..1dc27050c 100644 --- a/src/core.c +++ b/src/core.c @@ -3083,93 +3083,93 @@ static bool GetMouseButtonStatus(int button) static GamepadButton GetGamepadButton(int button) { - GamepadButton b = GAMEPAD_BUTTON_UNKNOWN; + GamepadButton b = GAMEPAD_BUTTON_UNKNOWN; #if defined(PLATFORM_DESKTOP) switch (button) { - 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_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; 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_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; 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_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_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_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; 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_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; 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_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_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_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_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_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break; - case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_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; } #endif #if defined(PLATFORM_UWP) - b = button; // UWP will provide the correct button + b = button; // UWP will provide the correct button #endif #if defined(PLATFORM_WEB) // https://www.w3.org/TR/gamepad/#gamepad-interface switch (button) { - case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; - case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; - case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; - case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; - case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; - case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; - case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; - case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; - case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; - case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; - case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break; - case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; - case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; - case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; - case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; - case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; + case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; + case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; + case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; + case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; + case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; + case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; + case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; + case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; + case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; + case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; + case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break; + case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; + case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; + case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; + case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; + case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; } #endif - return b; + return b; } static GamepadAxis GetGamepadAxis(int axis) { - GamepadAxis a = GAMEPAD_AXIS_UNKNOWN; + GamepadAxis a = GAMEPAD_AXIS_UNKNOWN; #if defined(PLATFORM_DESKTOP) switch(axis) { - 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_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; 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_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; 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_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; 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_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break; } #endif #if defined(PLATFORM_UWP) - a = axis; // UWP will provide the correct axis + a = axis; // UWP will provide the correct axis #endif #if defined(PLATFORM_WEB) - // https://www.w3.org/TR/gamepad/#gamepad-interface + // https://www.w3.org/TR/gamepad/#gamepad-interface switch(axis) { - case 0: a = GAMEPAD_AXIS_LEFT_X; - case 1: a = GAMEPAD_AXIS_LEFT_Y; - case 2: a = GAMEPAD_AXIS_RIGHT_X; - case 3: a = GAMEPAD_AXIS_RIGHT_X; + case 0: a = GAMEPAD_AXIS_LEFT_X; + case 1: a = GAMEPAD_AXIS_LEFT_Y; + case 2: a = GAMEPAD_AXIS_RIGHT_X; + case 3: a = GAMEPAD_AXIS_RIGHT_X; } #endif - return a; + return a; } // Poll (store) all input events @@ -3408,13 +3408,13 @@ static void PollInputEvents(void) // Get current gamepad state // NOTE: There is no callback available, so we get it manually // Get remapped buttons - GLFWgamepadstate state; - glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller - const unsigned char *buttons = state.buttons; + GLFWgamepadstate state; + glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller + const unsigned char *buttons = state.buttons; 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) { @@ -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++) { - const GamepadAxis axis = GetGamepadAxis(k); + const GamepadAxis axis = GetGamepadAxis(k); gamepadAxisState[i][axis] = axes[k]; } // 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_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_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); gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST; } @@ -3471,7 +3471,7 @@ static void PollInputEvents(void) // Register buttons data for every connected gamepad 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) { currentGamepadState[i][button] = 1; @@ -3485,7 +3485,7 @@ static void PollInputEvents(void) // Register axis data for every connected gamepad 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]; } From 86eba249708a0bcfee5ba665c1fbb1d2050113ec Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:08:07 +0100 Subject: [PATCH 08/11] This is dumb... --- src/raylib.h | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/src/raylib.h b/src/raylib.h index 3fb4ee6db..dfbebf90f 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -627,21 +627,21 @@ typedef enum // This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though.. GAMEPAD_BUTTON_LEFT_FACE_UP, - GAMEPAD_BUTTON_LEFT_FACE_RIGHT, - GAMEPAD_BUTTON_LEFT_FACE_DOWN, + GAMEPAD_BUTTON_LEFT_FACE_RIGHT, + GAMEPAD_BUTTON_LEFT_FACE_DOWN, GAMEPAD_BUTTON_LEFT_FACE_LEFT, // This is normally a DPAD - GAMEPAD_BUTTON_RIGHT_FACE_UP, - GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, - GAMEPAD_BUTTON_RIGHT_FACE_DOWN, - GAMEPAD_BUTTON_RIGHT_FACE_LEFT, + GAMEPAD_BUTTON_RIGHT_FACE_UP, + GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, + GAMEPAD_BUTTON_RIGHT_FACE_DOWN, + GAMEPAD_BUTTON_RIGHT_FACE_LEFT, // Triggers GAMEPAD_BUTTON_LEFT_TRIGGER_1, GAMEPAD_BUTTON_LEFT_TRIGGER_2, - GAMEPAD_BUTTON_RIGHT_TRIGGER_1, - GAMEPAD_BUTTON_RIGHT_TRIGGER_2, + GAMEPAD_BUTTON_RIGHT_TRIGGER_1, + GAMEPAD_BUTTON_RIGHT_TRIGGER_2, // These are buttons in the center of the gamepad GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select @@ -650,25 +650,25 @@ typedef enum // These are the joystick press in buttons GAMEPAD_BUTTON_LEFT_THUMB, - GAMEPAD_BUTTON_RIGHT_THUMB + GAMEPAD_BUTTON_RIGHT_THUMB } GamepadButton; typedef enum { - // This is here just for error checking + // This is here just for error checking GAMEPAD_AXIS_UNKNOWN = 0, // Left stick - GAMEPAD_AXIS_LEFT_X, - GAMEPAD_AXIS_LEFT_Y, + GAMEPAD_AXIS_LEFT_X, + GAMEPAD_AXIS_LEFT_Y, // Right stick - GAMEPAD_AXIS_RIGHT_X, - GAMEPAD_AXIS_RIGHT_Y, + GAMEPAD_AXIS_RIGHT_X, + GAMEPAD_AXIS_RIGHT_Y, // Pressure levels for the back triggers - GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level) - GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level) + GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level) + GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level) } GamepadAxis; // Shader location point type From 948a4427040d1156f4cb5fbe3c170a85592fbb94 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:20:14 +0100 Subject: [PATCH 09/11] Update gamepad example to use new enums --- examples/core/core_input_gamepad.c | 80 +++++++++++++++--------------- 1 file changed, 40 insertions(+), 40 deletions(-) diff --git a/examples/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c index 64520a47c..12d2dea5e 100644 --- a/examples/core/core_input_gamepad.c +++ b/examples/core/core_input_gamepad.c @@ -66,93 +66,93 @@ int main() DrawTexture(texXboxPad, 0, 0, DARKGRAY); // Draw buttons: xbox home - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_HOME)) DrawCircle(394, 89, 19, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED); // Draw buttons: basic - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_START)) DrawCircle(436, 150, 9, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_SELECT)) DrawCircle(352, 150, 9, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_X)) DrawCircle(501, 151, 15, BLUE); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_A)) DrawCircle(536, 187, 15, LIME); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_B)) DrawCircle(572, 151, 15, MAROON); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_Y)) DrawCircle(536, 115, 15, GOLD); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD); // Draw buttons: d-pad DrawRectangle(317, 202, 19, 71, BLACK); DrawRectangle(293, 228, 69, 19, BLACK); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_UP)) DrawRectangle(317, 202, 19, 26, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LEFT)) DrawRectangle(292, 228, 25, 19, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED); // Draw buttons: left-right back - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_LB)) DrawCircle(259, 61, 20, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_XBOX_BUTTON_RB)) DrawCircle(536, 61, 20, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED); // Draw axis: left joystick DrawCircle(259, 152, 39, BLACK); DrawCircle(259, 152, 34, LIGHTGRAY); - DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X)*20), - 152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y)*20), 25, BLACK); + DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20), + 152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK); // Draw axis: right joystick DrawCircle(461, 237, 38, BLACK); DrawCircle(461, 237, 33, LIGHTGRAY); - DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_X)*20), - 237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RIGHT_Y)*20), 25, BLACK); + DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20), + 237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK); // Draw axis: left-right triggers DrawRectangle(170, 30, 15, 70, GRAY); DrawRectangle(604, 30, 15, 70, GRAY); - DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT))/2.0f)*70), RED); - DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT))/2.0f)*70), RED); + DrawRectangle(170, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED); + DrawRectangle(604, 30, 15, (((1.0f + GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED); - //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LT)), 10, 40, 10, BLACK); - //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_RT)), 10, 60, 10, BLACK); + //DrawText(FormatText("Xbox axis LT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); + //DrawText(FormatText("Xbox axis RT: %02.02f", GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); } else if (IsGamepadName(GAMEPAD_PLAYER1, PS3_NAME_ID)) { DrawTexture(texPs3Pad, 0, 0, DARKGRAY); // Draw buttons: ps - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_PS)) DrawCircle(396, 222, 13, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED); // Draw buttons: basic - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SELECT)) DrawRectangle(328, 170, 32, 13, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_START)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_TRIANGLE)) DrawCircle(557, 144, 13, LIME); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CIRCLE)) DrawCircle(586, 173, 13, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_CROSS)) DrawCircle(557, 203, 13, VIOLET); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_SQUARE)) DrawCircle(527, 173, 13, PINK); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK); // Draw buttons: d-pad DrawRectangle(225, 132, 24, 84, BLACK); DrawRectangle(195, 161, 84, 25, BLACK); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_UP)) DrawRectangle(225, 132, 24, 29, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_LEFT)) DrawRectangle(195, 161, 30, 25, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED); // Draw buttons: left-right back buttons - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_L1)) DrawCircle(239, 82, 20, RED); - if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_PS3_BUTTON_R1)) DrawCircle(557, 82, 20, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED); + if (IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED); // Draw axis: left joystick DrawCircle(319, 255, 35, BLACK); DrawCircle(319, 255, 31, LIGHTGRAY); - DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_X)*20), - 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_LEFT_Y)*20), 25, BLACK); + DrawCircle(319 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20), + 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK); // Draw axis: right joystick DrawCircle(475, 255, 35, BLACK); DrawCircle(475, 255, 31, LIGHTGRAY); - DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_X)*20), - 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_RIGHT_Y)*20), 25, BLACK); + DrawCircle(475 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20), + 255 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK); // Draw axis: left-right triggers DrawRectangle(169, 48, 15, 70, GRAY); DrawRectangle(611, 48, 15, 70, GRAY); - DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_L2))/2.0f)*70), RED); - DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_PS3_AXIS_R2))/2.0f)*70), RED); + DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED); + DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED); } else { From f36ba6a2f405ffc6a85cc4d7aeda286e73e5b517 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:32:05 +0100 Subject: [PATCH 10/11] Damn, made a mistake --- examples/core/core_input_gamepad.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/examples/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c index 12d2dea5e..e8a1c0511 100644 --- a/examples/core/core_input_gamepad.c +++ b/examples/core/core_input_gamepad.c @@ -151,8 +151,8 @@ int main() // Draw axis: left-right triggers DrawRectangle(169, 48, 15, 70, GRAY); DrawRectangle(611, 48, 15, 70, GRAY); - DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED); - DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED); + DrawRectangle(169, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_TRIGGER))/2.0f)*70), RED); + DrawRectangle(611, 48, 15, (((1.0f - GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_TRIGGER))/2.0f)*70), RED); } else { From a51f3be38fe8dea4b3220e4071ebd826a2090c1c Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:53:20 +0100 Subject: [PATCH 11/11] Fix web --- src/core.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/core.c b/src/core.c index 1dc27050c..8bff82458 100644 --- a/src/core.c +++ b/src/core.c @@ -3485,7 +3485,7 @@ static void PollInputEvents(void) // Register axis data for every connected gamepad for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) { - const GamepadAxis axis = GetGamepadAxis(k); + const GamepadAxis axis = GetGamepadAxis(j); gamepadAxisState[i][axis] = gamepadState.axis[j]; }