diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
index 78f953baf..d70617c13 100644
--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -5,7 +5,7 @@ Hello contributors! Welcome to raylib!
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
- `C programming` - Can you write/review/test/improve the code?
-- `Documentation/Tutorials/Example` - Can you write some tutorial/example?
+- `Documentation/Tutorials/Example` - Can you write some tutorials/examples?
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?
- `Testing` - Can you find some bugs in raylib?
diff --git a/examples/core/core_input_gamepad.c b/examples/core/core_input_gamepad.c
index 656f7c244..538e1c389 100644
--- a/examples/core/core_input_gamepad.c
+++ b/examples/core/core_input_gamepad.c
@@ -20,9 +20,9 @@
#include "raylib.h"
// NOTE: Gamepad name ID depends on drivers and OS
-#define XBOX360_LEGACY_NAME_ID "Xbox Controller"
-#define XBOX360_NAME_ID "Xbox 360 Controller"
-#define PS3_NAME_ID "Sony PLAYSTATION(R)3 Controller"
+#define XBOX_ALIAS_1 "xbox"
+#define XBOX_ALIAS_2 "x-box"
+#define PS_ALIAS "playstation"
//------------------------------------------------------------------------------------
// Program main entry point
@@ -41,6 +41,14 @@ int main(void)
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
+ // Set axis deadzones
+ const float leftStickDeadzoneX = 0.1f;
+ const float leftStickDeadzoneY = 0.1f;
+ const float rightStickDeadzoneX = 0.1f;
+ const float rightStickDeadzoneY = 0.1f;
+ const float leftTriggerDeadzone = -0.9f;
+ const float rightTriggerDeadzone = -0.9f;
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -67,7 +75,23 @@ int main(void)
{
DrawText(TextFormat("GP%d: %s", gamepad, GetGamepadName(gamepad)), 10, 10, 10, BLACK);
- if (TextIsEqual(GetGamepadName(gamepad), XBOX360_LEGACY_NAME_ID) || TextIsEqual(GetGamepadName(gamepad), XBOX360_NAME_ID))
+ // Get axis values
+ float leftStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X);
+ float leftStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y);
+ float rightStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X);
+ float rightStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y);
+ float leftTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER);
+ float rightTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER);
+
+ // Calculate deadzones
+ if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX) leftStickX = 0.0f;
+ if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY) leftStickY = 0.0f;
+ if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX) rightStickX = 0.0f;
+ if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY) rightStickY = 0.0f;
+ if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f;
+ if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f;
+
+ if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1 || TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1)
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
@@ -95,32 +119,31 @@ int main(void)
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
// Draw axis: left joystick
-
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
- DrawCircle(259 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X)*20),
- 152 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y)*20), 25, leftGamepadColor);
+ DrawCircle(259 + (int)(leftStickX*20),
+ 152 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
- DrawCircle(461 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X)*20),
- 237 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y)*20), 25, rightGamepadColor);
+ DrawCircle(461 + (int)(rightStickX*20),
+ 237 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
- DrawRectangle(170, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
- DrawRectangle(604, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
+ DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger)/2)*70), RED);
+ DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger)/2)*70), RED);
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
}
- else if (TextIsEqual(GetGamepadName(gamepad), PS3_NAME_ID))
+ else if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS) > -1)
{
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
@@ -150,30 +173,85 @@ int main(void)
// Draw axis: left joystick
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
- DrawCircle(319, 255, 35, leftGamepadColor);
+ DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
- DrawCircle(319 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X) * 20),
- 255 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y) * 20), 25, leftGamepadColor);
+ DrawCircle(319 + (int)(leftStickX*20),
+ 255 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
- DrawCircle(475 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X) * 20),
- 255 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y) * 20), 25, rightGamepadColor);
+ DrawCircle(475 + (int)(rightStickX*20),
+ 255 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
- DrawRectangle(169, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
- DrawRectangle(611, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
+ DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger)/2)*70), RED);
+ DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger)/2)*70), RED);
}
else
{
- DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
- // TODO: Draw generic gamepad
+ // Draw background: generic
+ DrawRectangleRounded((Rectangle){ 175, 110, 460, 220}, 0.3f, 0.0f, DARKGRAY);
+
+ // Draw buttons: basic
+ DrawCircle(365, 170, 12, RAYWHITE);
+ DrawCircle(405, 170, 12, RAYWHITE);
+ DrawCircle(445, 170, 12, RAYWHITE);
+ DrawCircle(516, 191, 17, RAYWHITE);
+ DrawCircle(551, 227, 17, RAYWHITE);
+ DrawCircle(587, 191, 17, RAYWHITE);
+ DrawCircle(551, 155, 17, RAYWHITE);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(365, 170, 10, RED);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(405, 170, 10, GREEN);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(445, 170, 10, BLUE);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(516, 191, 15, GOLD);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(551, 227, 15, BLUE);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(587, 191, 15, GREEN);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(551, 155, 15, RED);
+
+ // Draw buttons: d-pad
+ DrawRectangle(245, 145, 28, 88, RAYWHITE);
+ DrawRectangle(215, 174, 88, 29, RAYWHITE);
+ DrawRectangle(247, 147, 24, 84, BLACK);
+ DrawRectangle(217, 176, 84, 25, BLACK);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(247, 147, 24, 29, RED);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(247, 147 + 54, 24, 30, RED);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(217, 176, 30, 25, RED);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(217 + 54, 176, 30, 25, RED);
+
+ // Draw buttons: left-right back
+ DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 0.0f, DARKGRAY);
+ DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 0.0f, DARKGRAY);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 0.0f, RED);
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 0.0f, RED);
+
+ // Draw axis: left joystick
+ Color leftGamepadColor = BLACK;
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
+ DrawCircle(345, 260, 40, BLACK);
+ DrawCircle(345, 260, 35, LIGHTGRAY);
+ DrawCircle(345 + (int)(leftStickX*20),
+ 260 + (int)(leftStickY*20), 25, leftGamepadColor);
+
+ // Draw axis: right joystick
+ Color rightGamepadColor = BLACK;
+ if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
+ DrawCircle(465, 260, 40, BLACK);
+ DrawCircle(465, 260, 35, LIGHTGRAY);
+ DrawCircle(465 + (int)(rightStickX*20),
+ 260 + (int)(rightStickY*20), 25, rightGamepadColor);
+
+ // Draw axis: left-right triggers
+ DrawRectangle(151, 110, 15, 70, GRAY);
+ DrawRectangle(644, 110, 15, 70, GRAY);
+ DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger)/2)*70), RED);
+ DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger)/2)*70), RED);
+
}
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON);
diff --git a/parser/output/raylib_api.json b/parser/output/raylib_api.json
index cca7241f2..9db3d7ac0 100644
--- a/parser/output/raylib_api.json
+++ b/parser/output/raylib_api.json
@@ -6662,6 +6662,29 @@
}
]
},
+ {
+ "name": "CheckCollisionCircleLine",
+ "description": "Check if circle collides with a line created betweeen two points [p1] and [p2]",
+ "returnType": "bool",
+ "params": [
+ {
+ "type": "Vector2",
+ "name": "center"
+ },
+ {
+ "type": "float",
+ "name": "radius"
+ },
+ {
+ "type": "Vector2",
+ "name": "p1"
+ },
+ {
+ "type": "Vector2",
+ "name": "p2"
+ }
+ ]
+ },
{
"name": "CheckCollisionPointRec",
"description": "Check if point is inside rectangle",
@@ -6720,54 +6743,31 @@
]
},
{
- "name": "CheckCollisionPointPoly",
- "description": "Check if point is within a polygon described by array of vertices",
+ "name": "CheckCollisionPointLine",
+ "description": "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
"returnType": "bool",
"params": [
{
"type": "Vector2",
"name": "point"
},
- {
- "type": "const Vector2 *",
- "name": "points"
- },
- {
- "type": "int",
- "name": "pointCount"
- }
- ]
- },
- {
- "name": "CheckCollisionLines",
- "description": "Check the collision between two lines defined by two points each, returns collision point by reference",
- "returnType": "bool",
- "params": [
- {
- "type": "Vector2",
- "name": "startPos1"
- },
- {
- "type": "Vector2",
- "name": "endPos1"
- },
{
"type": "Vector2",
- "name": "startPos2"
+ "name": "p1"
},
{
"type": "Vector2",
- "name": "endPos2"
+ "name": "p2"
},
{
- "type": "Vector2 *",
- "name": "collisionPoint"
+ "type": "int",
+ "name": "threshold"
}
]
},
{
- "name": "CheckCollisionPointLine",
- "description": "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
+ "name": "CheckCollisionPointPoly",
+ "description": "Check if point is within a polygon described by array of vertices",
"returnType": "bool",
"params": [
{
@@ -6775,39 +6775,39 @@
"name": "point"
},
{
- "type": "Vector2",
- "name": "p1"
- },
- {
- "type": "Vector2",
- "name": "p2"
+ "type": "const Vector2 *",
+ "name": "points"
},
{
"type": "int",
- "name": "threshold"
+ "name": "pointCount"
}
]
},
{
- "name": "CheckCollisionCircleLine",
- "description": "Check if circle collides with a line created betweeen two points [p1] and [p2]",
+ "name": "CheckCollisionLines",
+ "description": "Check the collision between two lines defined by two points each, returns collision point by reference",
"returnType": "bool",
"params": [
{
"type": "Vector2",
- "name": "center"
+ "name": "startPos1"
},
{
- "type": "float",
- "name": "radius"
+ "type": "Vector2",
+ "name": "endPos1"
},
{
"type": "Vector2",
- "name": "p1"
+ "name": "startPos2"
},
{
"type": "Vector2",
- "name": "p2"
+ "name": "endPos2"
+ },
+ {
+ "type": "Vector2 *",
+ "name": "collisionPoint"
}
]
},
diff --git a/parser/output/raylib_api.lua b/parser/output/raylib_api.lua
index f1ff0aa7b..d5492cb9b 100644
--- a/parser/output/raylib_api.lua
+++ b/parser/output/raylib_api.lua
@@ -5264,6 +5264,17 @@ return {
{type = "Rectangle", name = "rec"}
}
},
+ {
+ name = "CheckCollisionCircleLine",
+ description = "Check if circle collides with a line created betweeen two points [p1] and [p2]",
+ returnType = "bool",
+ params = {
+ {type = "Vector2", name = "center"},
+ {type = "float", name = "radius"},
+ {type = "Vector2", name = "p1"},
+ {type = "Vector2", name = "p2"}
+ }
+ },
{
name = "CheckCollisionPointRec",
description = "Check if point is inside rectangle",
@@ -5294,6 +5305,17 @@ return {
{type = "Vector2", name = "p3"}
}
},
+ {
+ name = "CheckCollisionPointLine",
+ description = "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
+ returnType = "bool",
+ params = {
+ {type = "Vector2", name = "point"},
+ {type = "Vector2", name = "p1"},
+ {type = "Vector2", name = "p2"},
+ {type = "int", name = "threshold"}
+ }
+ },
{
name = "CheckCollisionPointPoly",
description = "Check if point is within a polygon described by array of vertices",
@@ -5316,28 +5338,6 @@ return {
{type = "Vector2 *", name = "collisionPoint"}
}
},
- {
- name = "CheckCollisionPointLine",
- description = "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
- returnType = "bool",
- params = {
- {type = "Vector2", name = "point"},
- {type = "Vector2", name = "p1"},
- {type = "Vector2", name = "p2"},
- {type = "int", name = "threshold"}
- }
- },
- {
- name = "CheckCollisionCircleLine",
- description = "Check if circle collides with a line created betweeen two points [p1] and [p2]",
- returnType = "bool",
- params = {
- {type = "Vector2", name = "center"},
- {type = "float", name = "radius"},
- {type = "Vector2", name = "p1"},
- {type = "Vector2", name = "p2"}
- }
- },
{
name = "GetCollisionRec",
description = "Get collision rectangle for two rectangles collision",
diff --git a/parser/output/raylib_api.txt b/parser/output/raylib_api.txt
index faddc6008..f6c79f85e 100644
--- a/parser/output/raylib_api.txt
+++ b/parser/output/raylib_api.txt
@@ -2577,20 +2577,28 @@ Function 265: CheckCollisionCircleRec() (3 input parameters)
Param[1]: center (type: Vector2)
Param[2]: radius (type: float)
Param[3]: rec (type: Rectangle)
-Function 266: CheckCollisionPointRec() (2 input parameters)
+Function 266: CheckCollisionCircleLine() (4 input parameters)
+ Name: CheckCollisionCircleLine
+ Return type: bool
+ Description: Check if circle collides with a line created betweeen two points [p1] and [p2]
+ Param[1]: center (type: Vector2)
+ Param[2]: radius (type: float)
+ Param[3]: p1 (type: Vector2)
+ Param[4]: p2 (type: Vector2)
+Function 267: CheckCollisionPointRec() (2 input parameters)
Name: CheckCollisionPointRec
Return type: bool
Description: Check if point is inside rectangle
Param[1]: point (type: Vector2)
Param[2]: rec (type: Rectangle)
-Function 267: CheckCollisionPointCircle() (3 input parameters)
+Function 268: CheckCollisionPointCircle() (3 input parameters)
Name: CheckCollisionPointCircle
Return type: bool
Description: Check if point is inside circle
Param[1]: point (type: Vector2)
Param[2]: center (type: Vector2)
Param[3]: radius (type: float)
-Function 268: CheckCollisionPointTriangle() (4 input parameters)
+Function 269: CheckCollisionPointTriangle() (4 input parameters)
Name: CheckCollisionPointTriangle
Return type: bool
Description: Check if point is inside a triangle
@@ -2598,14 +2606,22 @@ Function 268: CheckCollisionPointTriangle() (4 input parameters)
Param[2]: p1 (type: Vector2)
Param[3]: p2 (type: Vector2)
Param[4]: p3 (type: Vector2)
-Function 269: CheckCollisionPointPoly() (3 input parameters)
+Function 270: CheckCollisionPointLine() (4 input parameters)
+ Name: CheckCollisionPointLine
+ Return type: bool
+ Description: Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+ Param[1]: point (type: Vector2)
+ Param[2]: p1 (type: Vector2)
+ Param[3]: p2 (type: Vector2)
+ Param[4]: threshold (type: int)
+Function 271: CheckCollisionPointPoly() (3 input parameters)
Name: CheckCollisionPointPoly
Return type: bool
Description: Check if point is within a polygon described by array of vertices
Param[1]: point (type: Vector2)
Param[2]: points (type: const Vector2 *)
Param[3]: pointCount (type: int)
-Function 270: CheckCollisionLines() (5 input parameters)
+Function 272: CheckCollisionLines() (5 input parameters)
Name: CheckCollisionLines
Return type: bool
Description: Check the collision between two lines defined by two points each, returns collision point by reference
@@ -2614,22 +2630,6 @@ Function 270: CheckCollisionLines() (5 input parameters)
Param[3]: startPos2 (type: Vector2)
Param[4]: endPos2 (type: Vector2)
Param[5]: collisionPoint (type: Vector2 *)
-Function 271: CheckCollisionPointLine() (4 input parameters)
- Name: CheckCollisionPointLine
- Return type: bool
- Description: Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
- Param[1]: point (type: Vector2)
- Param[2]: p1 (type: Vector2)
- Param[3]: p2 (type: Vector2)
- Param[4]: threshold (type: int)
-Function 272: CheckCollisionCircleLine() (4 input parameters)
- Name: CheckCollisionCircleLine
- Return type: bool
- Description: Check if circle collides with a line created betweeen two points [p1] and [p2]
- Param[1]: center (type: Vector2)
- Param[2]: radius (type: float)
- Param[3]: p1 (type: Vector2)
- Param[4]: p2 (type: Vector2)
Function 273: GetCollisionRec() (2 input parameters)
Name: GetCollisionRec
Return type: Rectangle
diff --git a/parser/output/raylib_api.xml b/parser/output/raylib_api.xml
index 20d2b9a47..6de5933d4 100644
--- a/parser/output/raylib_api.xml
+++ b/parser/output/raylib_api.xml
@@ -1659,6 +1659,12 @@
+
+
+
+
+
+
@@ -1674,6 +1680,12 @@
+
+
+
+
+
+
@@ -1686,18 +1698,6 @@
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/src/rcore.c b/src/rcore.c
index a1771d18e..9734972cf 100644
--- a/src/rcore.c
+++ b/src/rcore.c
@@ -3295,8 +3295,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
- // 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
- if (movement > value + 0.1f) value = CORE.Input.Gamepad.axisState[gamepad][axis];
+ if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
}
return value;
diff --git a/src/rshapes.c b/src/rshapes.c
index e9b5ca87b..1479a6f37 100644
--- a/src/rshapes.c
+++ b/src/rshapes.c
@@ -1650,7 +1650,7 @@ void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color
prevNormal = normal;
}
-#else // !SUPPORT_SPLINE_MITTERS
+#else // !SUPPORT_SPLINE_MITERS
Vector2 delta = { 0 };
float length = 0.0f;