From e69688437a33dbc15a2a7e143ad76e524184ff03 Mon Sep 17 00:00:00 2001 From: Reece Mackie <20544390+Rover656@users.noreply.github.com> Date: Sun, 28 Apr 2019 16:06:56 +0100 Subject: [PATCH] Why does visual studio keep using tabs!!! --- src/core.c | 114 ++++++++++++++++++++++++++--------------------------- 1 file changed, 57 insertions(+), 57 deletions(-) diff --git a/src/core.c b/src/core.c index fb1f4f1af..1dc27050c 100644 --- a/src/core.c +++ b/src/core.c @@ -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]; }