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Reece Mackie 6 年之前
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共有 1 個文件被更改,包括 57 次插入57 次删除
  1. +57
    -57
      src/core.c

+ 57
- 57
src/core.c 查看文件

@ -3083,93 +3083,93 @@ static bool GetMouseButtonStatus(int button)
static GamepadButton GetGamepadButton(int button)
{
GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch (button)
{
case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
}
#endif
#if defined(PLATFORM_UWP)
b = button; // UWP will provide the correct button
b = button; // UWP will provide the correct button
#endif
#if defined(PLATFORM_WEB)
// https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button)
{
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
}
#endif
return b;
return b;
}
static GamepadAxis GetGamepadAxis(int axis)
{
GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch(axis)
{
case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
}
#endif
#if defined(PLATFORM_UWP)
a = axis; // UWP will provide the correct axis
a = axis; // UWP will provide the correct axis
#endif
#if defined(PLATFORM_WEB)
// https://www.w3.org/TR/gamepad/#gamepad-interface
// https://www.w3.org/TR/gamepad/#gamepad-interface
switch(axis)
{
case 0: a = GAMEPAD_AXIS_LEFT_X;
case 1: a = GAMEPAD_AXIS_LEFT_Y;
case 2: a = GAMEPAD_AXIS_RIGHT_X;
case 3: a = GAMEPAD_AXIS_RIGHT_X;
case 0: a = GAMEPAD_AXIS_LEFT_X;
case 1: a = GAMEPAD_AXIS_LEFT_Y;
case 2: a = GAMEPAD_AXIS_RIGHT_X;
case 3: a = GAMEPAD_AXIS_RIGHT_X;
}
#endif
return a;
return a;
}
// Poll (store) all input events
@ -3408,13 +3408,13 @@ static void PollInputEvents(void)
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
// Get remapped buttons
GLFWgamepadstate state;
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
const unsigned char *buttons = state.buttons;
GLFWgamepadstate state;
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
const GamepadButton button = GetGamepadButton(k);
const GamepadButton button = GetGamepadButton(k);
if (buttons[k] == GLFW_PRESS)
{
@ -3429,13 +3429,13 @@ static void PollInputEvents(void)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
const GamepadAxis axis = GetGamepadAxis(k);
const GamepadAxis axis = GetGamepadAxis(k);
gamepadAxisState[i][axis] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
}
@ -3471,7 +3471,7 @@ static void PollInputEvents(void)
// Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
{
const GamepadButton button = GetGamepadButton(j);
const GamepadButton button = GetGamepadButton(j);
if (gamepadState.digitalButton[j] == 1)
{
currentGamepadState[i][button] = 1;
@ -3485,7 +3485,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
const GamepadAxis axis = GetGamepadAxis(k);
const GamepadAxis axis = GetGamepadAxis(k);
gamepadAxisState[i][axis] = gamepadState.axis[j];
}

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