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@ -3110,34 +3110,11 @@ static GamepadButton GetGamepadButton(int button) |
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#endif |
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#if defined(PLATFORM_UWP) |
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/*switch(button) |
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{ |
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case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; |
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case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; |
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case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; |
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case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; |
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case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; |
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case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; |
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case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; |
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case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; |
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case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break; |
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case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; |
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case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT; |
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case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; |
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}*/ |
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//Above might not be most efficient, so not doing it for now |
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b = button; |
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#endif |
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#if defined(PLATFORM_WEB) |
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//TODO: TEST |
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//https://www.w3.org/TR/gamepad/#gamepad-interface |
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// https://www.w3.org/TR/gamepad/#gamepad-interface |
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switch (button) |
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{ |
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case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; |
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@ -3178,11 +3155,11 @@ static GamepadAxis GetGamepadAxis(int axis) |
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#endif |
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#if defined(PLATFORM_UWP) |
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a = axis; //UWP will provide the correct axis |
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a = axis; // UWP will provide the correct axis |
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#endif |
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#if defined(PLATFORM_WEB) |
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//l">TODO: TEST |
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class="o">/ class="o">/ class="nl">https://">www.w3.org/TR/gamepad/#gamepad-interface |
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switch(axis) |
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{ |
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case 0: a = GAMEPAD_AXIS_LEFT_X; |
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@ -3430,9 +3407,9 @@ static void PollInputEvents(void) |
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// Get current gamepad state |
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// NOTE: There is no callback available, so we get it manually |
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//Get remapped buttons |
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// Get remapped buttons |
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GLFWgamepadstate state; |
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glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same |
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glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller |
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const unsigned char *buttons = state.buttons; |
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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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@ -3456,7 +3433,7 @@ static void PollInputEvents(void) |
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gamepadAxisState[i][axis] = axes[k]; |
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} |
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//Register buttons for 2nd triggers |
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) |
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currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); |
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currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); |
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