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@ -64,7 +64,7 @@ typedef struct { |
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SDL_Window *window; |
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SDL_GLContext glContext; |
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SDL_Joystick *gamepad[MAX_GAMEPADS]; |
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SDL_GameController *gamepad[MAX_GAMEPADS]; |
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SDL_Cursor *cursor; |
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bool cursorRelative; |
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} PlatformData; |
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@ -944,7 +944,7 @@ void SetGamepadVibration(int gamepad, float leftMotor, float rightMotor) |
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if (IsGamepadAvailable(gamepad)) |
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{ |
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SDL_JoystickRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f)); |
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SDL_GameControllerRumble(platform.gamepad[gamepad], (Uint16)(leftMotor*65535.0f), (Uint16)(rightMotor*65535.0f), (Uint32)(MAX_GAMEPAD_VIBRATION_TIME*1000.0f)); |
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} |
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} |
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@ -1245,15 +1245,15 @@ void PollInputEvents(void) |
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if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS)) |
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{ |
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platform.gamepad[jid] = SDL_JoystickOpen(jid); |
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platform.gamepad[jid] = SDL_GameControllerOpen(jid); |
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if (platform.gamepad[jid]) |
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{ |
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CORE.Input.Gamepad.ready[jid] = true; |
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CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(platform.gamepad[jid]); |
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CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid])); |
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CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; |
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CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; |
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strncpy(CORE.Input.Gamepad.name[jid], SDL_JoystickName(platform.gamepad[jid]), 63); |
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strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), 63); |
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CORE.Input.Gamepad.name[jid][63] = '\0'; |
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} |
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else |
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@ -1266,15 +1266,15 @@ void PollInputEvents(void) |
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{ |
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int jid = event.jdevice.which; |
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if (jid == SDL_JoystickInstanceID(platform.gamepad[jid])) |
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if (jid == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]))) |
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{ |
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SDL_JoystickClose(platform.gamepad[jid]); |
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platform.gamepad[jid] = SDL_JoystickOpen(0); |
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SDL_GameControllerClose(platform.gamepad[jid]); |
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platform.gamepad[jid] = SDL_GameControllerOpen(0); |
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CORE.Input.Gamepad.ready[jid] = false; |
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memset(CORE.Input.Gamepad.name[jid], 0, 64); |
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} |
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} break; |
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case SDL_JOYBUTTONDOWN: |
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case SDL_CONTROLLERBUTTONDOWN: |
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{ |
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int button = -1; |
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@ -1308,7 +1308,7 @@ void PollInputEvents(void) |
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CORE.Input.Gamepad.lastButtonPressed = button; |
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} |
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} break; |
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case SDL_JOYBUTTONUP: |
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case SDL_CONTROLLERBUTTONUP: |
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{ |
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int button = -1; |
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@ -1342,7 +1342,7 @@ void PollInputEvents(void) |
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if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0; |
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} |
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} break; |
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case SDL_JOYAXISMOTION: |
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case SDL_CONTROLLERAXISMOTION: |
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{ |
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int axis = -1; |
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@ -1548,15 +1548,15 @@ int InitPlatform(void) |
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// Initialize gamepads |
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for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++) |
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{ |
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platform.gamepad[i] = SDL_JoystickOpen(i); |
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platform.gamepad[i] = SDL_GameControllerOpen(i); |
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if (platform.gamepad[i]) |
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{ |
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CORE.Input.Gamepad.ready[i] = true; |
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CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(platform.gamepad[i]); |
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CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i])); |
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CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f; |
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CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f; |
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strncpy(CORE.Input.Gamepad.name[i], SDL_JoystickName(platform.gamepad[i]), 63); |
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strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), 63); |
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CORE.Input.Gamepad.name[i][63] = '\0'; |
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} |
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else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError()); |
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