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@@ -496,7 +496,6 @@ static void InitTimer(void); // Initialize timer
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static void Wait(float ms); // Wait for some milliseconds (stop program execution)
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static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
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static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
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-static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
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static void PollInputEvents(void); // Register user events
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static void PollInputEvents(void); // Register user events
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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@@ -2509,7 +2508,9 @@ float GetGamepadAxisMovement(int gamepad, int axis)
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float value = 0;
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float value = 0;
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#if !defined(PLATFORM_ANDROID)
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#if !defined(PLATFORM_ANDROID)
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- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
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+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
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+ (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER ||
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+ fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) >= 0.2f)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
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#endif
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#endif
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return value;
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return value;
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@@ -3579,40 +3580,6 @@ static int GetGamepadButton(int button)
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return btn;
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return btn;
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}
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}
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-// Get gamepad axis generic to all platforms
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-static int GetGamepadAxis(int axis)
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-{
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- int axs = GAMEPAD_AXIS_UNKNOWN;
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-#if defined(PLATFORM_DESKTOP)
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- switch (axis)
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- {
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- case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
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- case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
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- case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
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- case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
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- case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
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- case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
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- }
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-#endif
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-
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-#if defined(PLATFORM_UWP)
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- axs = axis; // UWP will provide the correct axis
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-#endif
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-
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-#if defined(PLATFORM_WEB)
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- // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
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- switch (axis)
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- {
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- case 0: axs = GAMEPAD_AXIS_LEFT_X;
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- case 1: axs = GAMEPAD_AXIS_LEFT_Y;
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- case 2: axs = GAMEPAD_AXIS_RIGHT_X;
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- case 3: axs = GAMEPAD_AXIS_RIGHT_X;
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- }
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-#endif
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-
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- return axs;
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-}
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-
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// Poll (store) all input events
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// Poll (store) all input events
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static void PollInputEvents(void)
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static void PollInputEvents(void)
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{
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{
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@@ -3731,15 +3698,14 @@ static void PollInputEvents(void)
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
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for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
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{
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{
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- const int axis = GetGamepadAxis(k);
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- CORE.Input.Gamepad.axisState[i][axis] = axes[k];
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+ CORE.Input.Gamepad.axisState[i][k] = axes[k];
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}
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}
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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- CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST;
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+ CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
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}
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}
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}
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}
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@@ -3787,8 +3753,7 @@ static void PollInputEvents(void)
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// Register axis data for every connected gamepad
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// Register axis data for every connected gamepad
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for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
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for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
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{
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{
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- const int axis = GetGamepadAxis(j);
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- CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j];
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+ CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
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}
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}
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CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
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CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
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