|  |  | @ -82,6 +82,7 @@ typedef struct { | 
		
	
		
			
			|  |  |  | SDL_GLContext glContext; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | SDL_GameController *gamepad[MAX_GAMEPADS]; | 
		
	
		
			
			|  |  |  | SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids | 
		
	
		
			
			|  |  |  | SDL_Cursor *cursor; | 
		
	
		
			
			|  |  |  | bool cursorRelative; | 
		
	
		
			
			|  |  |  | } PlatformData; | 
		
	
	
		
			
				|  |  | @ -1658,11 +1659,12 @@ void PollInputEvents(void) | 
		
	
		
			
			|  |  |  | // Check gamepad events | 
		
	
		
			
			|  |  |  | case SDL_JOYDEVICEADDED: | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | int jid = event.jdevice.which; | 
		
	
		
			
			|  |  |  | int jid = event.jdevice.which; // Joystick device index | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | platform.gamepad[jid] = SDL_GameControllerOpen(jid); | 
		
	
		
			
			|  |  |  | platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid])); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (platform.gamepad[jid]) | 
		
	
		
			
			|  |  |  | { | 
		
	
	
		
			
				|  |  | @ -1681,14 +1683,18 @@ void PollInputEvents(void) | 
		
	
		
			
			|  |  |  | } break; | 
		
	
		
			
			|  |  |  | case SDL_JOYDEVICEREMOVED: | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | int jid = event.jdevice.which; | 
		
	
		
			
			|  |  |  | int jid = event.jdevice.which; // Joystick instance id | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (jid == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]))) | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_GAMEPADS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | SDL_GameControllerClose(platform.gamepad[jid]); | 
		
	
		
			
			|  |  |  | platform.gamepad[jid] = SDL_GameControllerOpen(0); | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.ready[jid] = false; | 
		
	
		
			
			|  |  |  | memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH); | 
		
	
		
			
			|  |  |  | if (platform.gamepadId[i] == jid) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | SDL_GameControllerClose(platform.gamepad[i]); | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.ready[i] = false; | 
		
	
		
			
			|  |  |  | memset(CORE.Input.Gamepad.name[i], 0, MAX_GAMEPAD_NAME_LENGTH); | 
		
	
		
			
			|  |  |  | platform.gamepadId[i] = -1; | 
		
	
		
			
			|  |  |  | break; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } break; | 
		
	
		
			
			|  |  |  | case SDL_CONTROLLERBUTTONDOWN: | 
		
	
	
		
			
				|  |  | @ -1721,8 +1727,15 @@ void PollInputEvents(void) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (button >= 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 1; | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.lastButtonPressed = button; | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_GAMEPADS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (platform.gamepadId[i] == event.jbutton.which) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.currentButtonState[i][button] = 1; | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.lastButtonPressed = button; | 
		
	
		
			
			|  |  |  | break; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } break; | 
		
	
		
			
			|  |  |  | case SDL_CONTROLLERBUTTONUP: | 
		
	
	
		
			
				|  |  | @ -1755,8 +1768,15 @@ void PollInputEvents(void) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (button >= 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 0; | 
		
	
		
			
			|  |  |  | if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_GAMEPADS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (platform.gamepadId[i] == event.jbutton.which) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.currentButtonState[i][button] = 0; | 
		
	
		
			
			|  |  |  | if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; | 
		
	
		
			
			|  |  |  | break; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } break; | 
		
	
		
			
			|  |  |  | case SDL_CONTROLLERAXISMOTION: | 
		
	
	
		
			
				|  |  | @ -1776,18 +1796,25 @@ void PollInputEvents(void) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (axis >= 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range | 
		
	
		
			
			|  |  |  | float value = event.jaxis.value/(float)32767; | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.axisState[event.jaxis.which][axis] = value; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Register button state for triggers in addition to their axes | 
		
	
		
			
			|  |  |  | if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER)) | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_GAMEPADS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2; | 
		
	
		
			
			|  |  |  | int pressed = (value > 0.1f); | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.currentButtonState[event.jaxis.which][button] = pressed; | 
		
	
		
			
			|  |  |  | if (pressed) CORE.Input.Gamepad.lastButtonPressed = button; | 
		
	
		
			
			|  |  |  | else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; | 
		
	
		
			
			|  |  |  | if (platform.gamepadId[i] == event.jaxis.which) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range | 
		
	
		
			
			|  |  |  | float value = event.jaxis.value/(float)32767; | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.axisState[i][axis] = value; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Register button state for triggers in addition to their axes | 
		
	
		
			
			|  |  |  | if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2; | 
		
	
		
			
			|  |  |  | int pressed = (value > 0.1f); | 
		
	
		
			
			|  |  |  | CORE.Input.Gamepad.currentButtonState[i][button] = pressed; | 
		
	
		
			
			|  |  |  | if (pressed) CORE.Input.Gamepad.lastButtonPressed = button; | 
		
	
		
			
			|  |  |  | else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | break; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } break; | 
		
	
	
		
			
				|  |  | @ -1967,9 +1994,15 @@ int InitPlatform(void) | 
		
	
		
			
			|  |  |  | // Initialize input events system | 
		
	
		
			
			|  |  |  | //---------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | // Initialize gamepads | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_GAMEPADS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | platform.gamepad[i] = SDL_GameControllerOpen(i); | 
		
	
		
			
			|  |  |  | platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i])); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (platform.gamepad[i]) | 
		
	
		
			
			|  |  |  | { | 
		
	
	
		
			
				|  |  |  |