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Gamepad axis bug fixes and improvement (#1228)

* Fix gamepad axis count

* Fix Xbox axis drawing

* Ignore low axis values

* Revert "Fix gamepad axis count"

This reverts commit f08ae4bf

* Fix GamepadAxis API

* Fix conflict with master

* Revert Gamepad MAX definitions

* Revert MAX_GAMEPAD_AXIS update
Mickaël Malécot há 5 anos atrás
pai
commit
0bd64b7975
3 ficheiros alterados com 14 adições e 52 exclusões
  1. 2 2
      examples/core/core_input_gamepad.c
  2. 6 41
      src/core.c
  3. 6 9
      src/raylib.h

+ 2 - 2
examples/core/core_input_gamepad.c

@@ -92,13 +92,13 @@ int main(void)
                     DrawCircle(259, 152, 39, BLACK);
                     DrawCircle(259, 152, 39, BLACK);
                     DrawCircle(259, 152, 34, LIGHTGRAY);
                     DrawCircle(259, 152, 34, LIGHTGRAY);
                     DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
                     DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
-                               152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
+                               152 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
 
 
                     // Draw axis: right joystick
                     // Draw axis: right joystick
                     DrawCircle(461, 237, 38, BLACK);
                     DrawCircle(461, 237, 38, BLACK);
                     DrawCircle(461, 237, 33, LIGHTGRAY);
                     DrawCircle(461, 237, 33, LIGHTGRAY);
                     DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
                     DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
-                               237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
+                               237 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
 
 
                     // Draw axis: left-right triggers
                     // Draw axis: left-right triggers
                     DrawRectangle(170, 30, 15, 70, GRAY);
                     DrawRectangle(170, 30, 15, 70, GRAY);

+ 6 - 41
src/core.c

@@ -496,7 +496,6 @@ static void InitTimer(void);                            // Initialize timer
 static void Wait(float ms);                             // Wait for some milliseconds (stop program execution)
 static void Wait(float ms);                             // Wait for some milliseconds (stop program execution)
 
 
 static int GetGamepadButton(int button);                // Get gamepad button generic to all platforms
 static int GetGamepadButton(int button);                // Get gamepad button generic to all platforms
-static int GetGamepadAxis(int axis);                    // Get gamepad axis generic to all platforms
 static void PollInputEvents(void);                      // Register user events
 static void PollInputEvents(void);                      // Register user events
 
 
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
 #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -2509,7 +2508,9 @@ float GetGamepadAxisMovement(int gamepad, int axis)
     float value = 0;
     float value = 0;
 
 
 #if !defined(PLATFORM_ANDROID)
 #if !defined(PLATFORM_ANDROID)
-    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
+    if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
+        (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER ||
+         fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) >= 0.2f)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
 #endif
 #endif
 
 
     return value;
     return value;
@@ -3579,40 +3580,6 @@ static int GetGamepadButton(int button)
     return btn;
     return btn;
 }
 }
 
 
-// Get gamepad axis generic to all platforms
-static int GetGamepadAxis(int axis)
-{
-    int axs = GAMEPAD_AXIS_UNKNOWN;
-#if defined(PLATFORM_DESKTOP)
-    switch (axis)
-    {
-        case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
-        case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
-        case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
-        case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
-        case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
-        case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
-    }
-#endif
-
-#if defined(PLATFORM_UWP)
-    axs = axis;     // UWP will provide the correct axis
-#endif
-
-#if defined(PLATFORM_WEB)
-    // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
-    switch (axis)
-    {
-        case 0: axs = GAMEPAD_AXIS_LEFT_X;
-        case 1: axs = GAMEPAD_AXIS_LEFT_Y;
-        case 2: axs = GAMEPAD_AXIS_RIGHT_X;
-        case 3: axs = GAMEPAD_AXIS_RIGHT_X;
-    }
-#endif
-
-    return axs;
-}
-
 // Poll (store) all input events
 // Poll (store) all input events
 static void PollInputEvents(void)
 static void PollInputEvents(void)
 {
 {
@@ -3731,15 +3698,14 @@ 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 int axis = GetGamepadAxis(k);
-                CORE.Input.Gamepad.axisState[i][axis] = axes[k];
+                CORE.Input.Gamepad.axisState[i][k] = 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)
             CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
             CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
             CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
             CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
 
 
-            CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST;
+            CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
         }
         }
     }
     }
 
 
@@ -3787,8 +3753,7 @@ 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 int axis = GetGamepadAxis(j);
-                CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j];
+                CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
             }
             }
 
 
             CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
             CORE.Input.Gamepad.axisCount = gamepadState.numAxes;

+ 6 - 9
src/raylib.h

@@ -663,20 +663,17 @@ typedef enum {
 } GamepadButton;
 } GamepadButton;
 
 
 typedef enum {
 typedef enum {
-    // This is here just for error checking
-    GAMEPAD_AXIS_UNKNOWN = 0,
-
     // Left stick
     // Left stick
-    GAMEPAD_AXIS_LEFT_X,
-    GAMEPAD_AXIS_LEFT_Y,
+    GAMEPAD_AXIS_LEFT_X = 0,
+    GAMEPAD_AXIS_LEFT_Y = 1,
 
 
     // Right stick
     // Right stick
-    GAMEPAD_AXIS_RIGHT_X,
-    GAMEPAD_AXIS_RIGHT_Y,
+    GAMEPAD_AXIS_RIGHT_X = 2,
+    GAMEPAD_AXIS_RIGHT_Y = 3,
 
 
     // Pressure levels for the back triggers
     // Pressure levels for the back triggers
-    GAMEPAD_AXIS_LEFT_TRIGGER,      // [1..-1] (pressure-level)
-    GAMEPAD_AXIS_RIGHT_TRIGGER      // [1..-1] (pressure-level)
+    GAMEPAD_AXIS_LEFT_TRIGGER = 4,      // [1..-1] (pressure-level)
+    GAMEPAD_AXIS_RIGHT_TRIGGER = 5      // [1..-1] (pressure-level)
 } GamepadAxis;
 } GamepadAxis;
 
 
 // Shader location point type
 // Shader location point type