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@ -496,7 +496,6 @@ static void InitTimer(void); // Initialize timer |
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static void Wait(float ms); // Wait for some milliseconds (stop program execution) |
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static int GetGamepadButton(int button); // Get gamepad button generic to all platforms |
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static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms |
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static void PollInputEvents(void); // Register user events |
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) |
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@ -2509,7 +2508,9 @@ float GetGamepadAxisMovement(int gamepad, int axis) |
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float value = 0; |
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#if !defined(PLATFORM_ANDROID) |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) && |
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(axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER || |
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fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) >= 0.2f)) value = CORE.Input.Gamepad.axisState[gamepad][axis]; |
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#endif |
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return value; |
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@ -3579,40 +3580,6 @@ static int GetGamepadButton(int button) |
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return btn; |
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} |
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// Get gamepad axis generic to all platforms |
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static int GetGamepadAxis(int axis) |
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{ |
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int axs = GAMEPAD_AXIS_UNKNOWN; |
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#if defined(PLATFORM_DESKTOP) |
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switch (axis) |
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{ |
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case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break; |
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case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break; |
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case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break; |
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case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break; |
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case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break; |
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case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break; |
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} |
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#endif |
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#if defined(PLATFORM_UWP) |
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axs = axis; // UWP will provide the correct axis |
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#endif |
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#if defined(PLATFORM_WEB) |
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// Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface |
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switch (axis) |
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{ |
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case 0: axs = GAMEPAD_AXIS_LEFT_X; |
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case 1: axs = GAMEPAD_AXIS_LEFT_Y; |
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case 2: axs = GAMEPAD_AXIS_RIGHT_X; |
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case 3: axs = GAMEPAD_AXIS_RIGHT_X; |
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} |
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#endif |
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return axs; |
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} |
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// Poll (store) all input events |
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static void PollInputEvents(void) |
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{ |
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@ -3731,15 +3698,14 @@ static void PollInputEvents(void) |
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) |
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{ |
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const int axis = GetGamepadAxis(k); |
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CORE.Input.Gamepad.axisState[i][axis] = axes[k]; |
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CORE.Input.Gamepad.axisState[i][k] = axes[k]; |
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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.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); |
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); |
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CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST; |
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CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1; |
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} |
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} |
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@ -3787,8 +3753,7 @@ static void PollInputEvents(void) |
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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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const int axis = GetGamepadAxis(j); |
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CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j]; |
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CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j]; |
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} |
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CORE.Input.Gamepad.axisCount = gamepadState.numAxes; |
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