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@ -1179,9 +1179,9 @@ float GetGamepadAxisMovement(int gamepad, int axis) |
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{ |
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float value = 0; |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad]) |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS)) |
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{ |
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k">if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisState[gamepad][axis]; |
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value = gamepadAxisState[gamepad][axis]; |
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} |
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return value; |
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@ -1192,7 +1192,7 @@ bool IsGamepadButtonPressed(int gamepad, int button) |
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{ |
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bool pressed = false; |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && |
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(currentGamepadState[gamepad][button] == 1)) pressed = true; |
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@ -1204,7 +1204,7 @@ bool IsGamepadButtonDown(int gamepad, int button) |
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{ |
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bool result = false; |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(currentGamepadState[gamepad][button] == 1)) result = true; |
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return result; |
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@ -1215,7 +1215,7 @@ bool IsGamepadButtonReleased(int gamepad, int button) |
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{ |
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bool released = false; |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) && |
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(currentGamepadState[gamepad][button] == 0)) released = true; |
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@ -1227,7 +1227,7 @@ bool IsGamepadButtonUp(int gamepad, int button) |
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{ |
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bool result = false; |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && |
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(currentGamepadState[gamepad][button] == 0)) result = true; |
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return result; |
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