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Why does visual studio keep using tabs!!!

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Reece Mackie пре 6 година
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e69688437a
1 измењених фајлова са 57 додато и 57 уклоњено
  1. +57
    -57
      src/core.c

+ 57
- 57
src/core.c Прегледај датотеку

@ -3083,93 +3083,93 @@ static bool GetMouseButtonStatus(int button)
static GamepadButton GetGamepadButton(int button) static GamepadButton GetGamepadButton(int button)
{ {
GamepadButton b = GAMEPAD_BUTTON_UNKNOWN; GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
switch (button) switch (button)
{ {
case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; 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_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; 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_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_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_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; 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_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; 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_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_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_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_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_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; case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
} }
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
b = button; // UWP will provide the correct button b = button; // UWP will provide the correct button
#endif #endif
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
// https://www.w3.org/TR/gamepad/#gamepad-interface // https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button) switch (button)
{ {
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break; case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
} }
#endif #endif
return b; return b;
} }
static GamepadAxis GetGamepadAxis(int axis) static GamepadAxis GetGamepadAxis(int axis)
{ {
GamepadAxis a = GAMEPAD_AXIS_UNKNOWN; GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
switch(axis) switch(axis)
{ {
case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; 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_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_X: a = GAMEPAD_AXIS_RIGHT_X; break;
case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; 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_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break; case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
} }
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
a = axis; // UWP will provide the correct axis a = axis; // UWP will provide the correct axis
#endif #endif
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
// https://www.w3.org/TR/gamepad/#gamepad-interface // https://www.w3.org/TR/gamepad/#gamepad-interface
switch(axis) switch(axis)
{ {
case 0: a = GAMEPAD_AXIS_LEFT_X; case 0: a = GAMEPAD_AXIS_LEFT_X;
case 1: a = GAMEPAD_AXIS_LEFT_Y; case 1: a = GAMEPAD_AXIS_LEFT_Y;
case 2: a = GAMEPAD_AXIS_RIGHT_X; case 2: a = GAMEPAD_AXIS_RIGHT_X;
case 3: a = GAMEPAD_AXIS_RIGHT_X; case 3: a = GAMEPAD_AXIS_RIGHT_X;
} }
#endif #endif
return a; return a;
} }
// Poll (store) all input events // Poll (store) all input events
@ -3408,13 +3408,13 @@ static void PollInputEvents(void)
// Get current gamepad state // Get current gamepad state
// NOTE: There is no callback available, so we get it manually // NOTE: There is no callback available, so we get it manually
// Get remapped buttons // Get remapped buttons
GLFWgamepadstate state; GLFWgamepadstate state;
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
const unsigned char *buttons = state.buttons; const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++) 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) 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++) 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]; gamepadAxisState[i][axis] = axes[k];
} }
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis) // 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_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_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST; gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
} }
@ -3471,7 +3471,7 @@ static void PollInputEvents(void)
// Register buttons data for every connected gamepad // Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) 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) if (gamepadState.digitalButton[j] == 1)
{ {
currentGamepadState[i][button] = 1; currentGamepadState[i][button] = 1;
@ -3485,7 +3485,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad // Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) 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]; gamepadAxisState[i][axis] = gamepadState.axis[j];
} }

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