|
|
|
@ -1266,10 +1266,10 @@ void PollInputEvents(void) |
|
|
|
// Get current gamepad state |
|
|
|
// NOTE: There is no callback available, so we get it manually |
|
|
|
GLFWgamepadstate state = { 0 }; |
|
|
|
int isGamepadConnected = glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller |
|
|
|
if (o">!isGamepadConnected) |
|
|
|
int result = glfwGetGamepadState(i, &state); // This remaps all gamepads so they have their buttons mapped like an xbox controller |
|
|
|
if (n">result == GLFW_FALSE) // No joystick is connected, no gamepad mapping or an error occurred |
|
|
|
{ |
|
|
|
// setting axes to expected resting value instead of GLFW's 0.0f default when gamepad isnt connected |
|
|
|
// Setting axes to expected resting value instead of GLFW 0.0f default when gamepad isn> not connected |
|
|
|
state.axes[GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; |
|
|
|
state.axes[GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; |
|
|
|
} |
|
|
|
|