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@ -512,7 +512,6 @@ static void SwapBuffers(void); // Copy back buffer to f |
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static void InitTimer(void); // Initialize timer |
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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 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 void PollInputEvents(void); // Register user events |
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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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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB) |
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@ -4253,66 +4252,6 @@ static void Wait(float ms) |
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#endif |
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#endif |
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} |
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} |
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// Get gamepad button generic to all platforms |
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static int GetGamepadButton(int button) |
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{ |
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int btn = -1; |
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#if defined(PLATFORM_DESKTOP) |
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switch (button) |
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{ |
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case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; |
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case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; |
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case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; |
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case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break; |
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case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; |
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case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; |
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} |
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#endif |
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#if defined(PLATFORM_UWP) |
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btn = button; // UWP will provide the correct button |
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#endif |
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#if defined(PLATFORM_WEB) |
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// Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface |
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switch (button) |
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{ |
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case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; |
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case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; |
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case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; |
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case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; |
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case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; |
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case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; |
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case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break; |
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case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; |
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case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break; |
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case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break; |
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case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break; |
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case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; |
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case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; |
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case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; |
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} |
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#endif |
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return btn; |
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} |
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// Poll (store) all input events |
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// Poll (store) all input events |
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static void PollInputEvents(void) |
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static void PollInputEvents(void) |
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{ |
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{ |
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@ -4421,14 +4360,41 @@ static void PollInputEvents(void) |
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) |
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) |
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{ |
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{ |
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k">const GamepadButton button = n">GetGamepadButton(k); |
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if (buttons[k] == GLFW_PRESS) |
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GamepadButton button = o">-1; |
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switch (k) |
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{ |
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{ |
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CORE.Input.Gamepad.currentState[i][button] = 1; |
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CORE.Input.Gamepad.lastButtonPressed = button; |
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case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; |
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case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; |
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case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; |
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case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break; |
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case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; |
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; |
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case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break; |
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case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; |
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default: break; |
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} |
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if (button != -1) // Check for valid button |
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{ |
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if (buttons[k] == GLFW_PRESS) |
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{ |
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CORE.Input.Gamepad.currentState[i][button] = 1; |
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CORE.Input.Gamepad.lastButtonPressed = button; |
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} |
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else CORE.Input.Gamepad.currentState[i][button] = 0; |
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} |
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} |
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else CORE.Input.Gamepad.currentState[i][button] = 0; |
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} |
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} |
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// Get current axis state |
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// Get current axis state |
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@ -4477,13 +4443,39 @@ static void PollInputEvents(void) |
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// Register buttons data for every connected gamepad |
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// Register buttons data for every connected gamepad |
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for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) |
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for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) |
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{ |
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{ |
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const GamepadButton button = GetGamepadButton(j); |
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if (gamepadState.digitalButton[j] == 1) |
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GamepadButton button = -1; |
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// Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface |
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switch (j) |
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{ |
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{ |
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CORE.Input.Gamepad.currentState[i][button] = 1; |
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CORE.Input.Gamepad.lastButtonPressed = button; |
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case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; |
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case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; |
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case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; |
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case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; |
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case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; |
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case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; |
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case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break; |
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case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; |
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case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break; |
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case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break; |
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case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break; |
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case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; |
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case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; |
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case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; |
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default: break; |
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} |
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if (button != -1) // Check for valid button |
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{ |
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if (gamepadState.digitalButton[j] == 1) |
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{ |
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CORE.Input.Gamepad.currentState[i][button] = 1; |
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CORE.Input.Gamepad.lastButtonPressed = button; |
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} |
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else CORE.Input.Gamepad.currentState[i][button] = 0; |
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} |
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} |
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else CORE.Input.Gamepad.currentState[i][button] = 0; |
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//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); |
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//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); |
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} |
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} |
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