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Improved gamepad support

new function: GetGamepadAxisCount()
new function: IsGamepadName()
pull/192/head
raysan5 8 anni fa
parent
commit
64f67f6e9f
2 ha cambiato i file con 42 aggiunte e 12 eliminazioni
  1. +39
    -11
      src/core.c
  2. +3
    -1
      src/raylib.h

+ 39
- 11
src/core.c Vedi File

@ -58,12 +58,12 @@
#endif
#include <stdio.h> // Standard input / output lib
#include <stdlib.h> // Declares malloc() and free() for memory management, rand(), atexit()
#include <stdint.h> // Required for typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Useful to initialize random seed - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Math related functions, tan() used to set perspective
#include <string.h> // String function definitions, memset()
cp">#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
#include <string.h> // Required for: strcmp()
o">//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
//#define GLFW_INCLUDE_NONE // Disable the standard OpenGL header inclusion on GLFW3
@ -222,6 +222,7 @@ static char currentKeyState[512] = { 0 }; // Registers current frame key state
static int lastKeyPressed = -1; // Register last key pressed
static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
static int gamepadAxisCount = 0; // Register number of available gamepad axis
static Vector2 mousePosition; // Mouse position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
@ -1168,17 +1169,36 @@ bool IsGamepadAvailable(int gamepad)
return result;
}
// Check gamepad name (if available)
bool IsGamepadName(int gamepad, const char *name)
{
bool result = false;
const char *gamepadName = NULL;
if (gamepadReady[gamepad]) gamepadName = GetGamepadName(gamepad);
if ((name != NULL) && (gamepadName != NULL)) result = (strcmp(name, gamepadName) == 0);
return result;
}
// Return gamepad internal name id
const char *GetGamepadName(int gamepad)
{
#if defined(PLATFORM_DESKTOP)
if (glfwJoystickPresent(gamepad) == 1) return glfwGetJoystickName(gamepad);
if (gamepadReady[gamepad]) return glfwGetJoystickName(gamepad);
else return NULL;
#else
return NULL;
#endif
}
// Return gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
return gamepadAxisCount;
}
// Return axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)
{
@ -1921,6 +1941,7 @@ static void PollInputEvents(void)
// Reset last gamepad button pressed registered
lastGamepadButtonPressed = -1;
gamepadAxisCount = 0;
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
@ -1943,13 +1964,19 @@ static void PollInputEvents(void)
previousMouseWheelY = currentMouseWheelY;
currentMouseWheelY = 0;
// Check if gamepads are ready
// NOTE: We do it here in case of disconection
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) gamepadReady[i] = true;
else gamepadReady[i] = false;
}
// Register gamepads buttons events
for (int i = 0; i < MAX_GAMEPADS; i++)
{
if (glfwJoystickPresent(i)) // Check if gamepad is available
if (gamepadReady[i]) // Check if gamepad is available
{
gamepadReady[i] = true;
// Register previous gamepad states
for (int k = 0; k < MAX_GAMEPAD_BUTTONS; k++) previousGamepadState[i][k] = currentGamepadState[i][k];
@ -1980,8 +2007,9 @@ static void PollInputEvents(void)
{
gamepadAxisState[i][k] = axes[k];
}
gamepadAxisCount = axisCount;
}
else gamepadReady[i] = false;
}
glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!

+ 3
- 1
src/raylib.h Vedi File

@ -687,13 +687,15 @@ RLAPI int GetKeyPressed(void); // Get latest key
RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
RLAPI bool IsGamepadName(int gamepad, const char *name); // Check gamepad name (if available)
RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
RLAPI int GetGamepadAxisCount(int gamepad); // Return gamepad axis count for a gamepad
RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed

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