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@ -3972,8 +3972,10 @@ 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) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS)) |
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{ |
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if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 0) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) pressed = true; |
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} |
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return pressed; |
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} |
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@ -3983,8 +3985,10 @@ bool IsGamepadButtonDown(int gamepad, int button) |
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{ |
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bool down = false; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1)) down = true; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS)) |
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{ |
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if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 1) down = true; |
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} |
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return down; |
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} |
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@ -3994,8 +3998,10 @@ 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) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS)) |
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{ |
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if ((CORE.Input.Gamepad.previousButtonState[gamepad][button] == 1) && (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) released = true; |
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} |
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return released; |
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} |
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@ -4005,8 +4011,10 @@ bool IsGamepadButtonUp(int gamepad, int button) |
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{ |
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bool up = false; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && |
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(CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0)) up = true; |
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if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS)) |
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{ |
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if (CORE.Input.Gamepad.currentButtonState[gamepad][button] == 0) up = true; |
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} |
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return up; |
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} |
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