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@@ -445,6 +445,8 @@ static void Wait(float ms); // Wait for some millise
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static bool GetKeyStatus(int key); // Returns if a key has been pressed
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static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
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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 LogoAnimation(void); // Plays raylib logo appearing animation
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@@ -3081,95 +3083,97 @@ static bool GetMouseButtonStatus(int button)
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#endif
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}
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-static GamepadButton GetGamepadButton(int button)
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+// Get gamepad button generic to all platforms
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+static int GetGamepadButton(int button)
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{
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- GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
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+ int btn = GAMEPAD_BUTTON_UNKNOWN;
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#if defined(PLATFORM_DESKTOP)
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switch (button)
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{
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- case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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- case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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- case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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- case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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+ case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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+ case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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+ case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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+ case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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- case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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- case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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- case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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- case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
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- case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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+ case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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+ case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break;
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+ case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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- case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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- case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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- case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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- case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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- case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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- case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
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+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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}
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#endif
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#if defined(PLATFORM_UWP)
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- b = button; // UWP will provide the correct button
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+ btn = button; // UWP will provide the correct button
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#endif
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#if defined(PLATFORM_WEB)
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- // https://www.w3.org/TR/gamepad/#gamepad-interface
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+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
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switch (button)
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{
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- case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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- case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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- case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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- case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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- case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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- case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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- case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
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- case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
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- case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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- case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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- case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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- case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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- case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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- case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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- case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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- case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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+ case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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+ case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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+ case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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+ case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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+ case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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+ case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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+ case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
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+ case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
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+ case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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+ case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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+ case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
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+ case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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+ case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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+ case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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+ case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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+ case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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}
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#endif
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- return b;
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+ return btn;
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}
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-static GamepadAxis GetGamepadAxis(int axis)
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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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- GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
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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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+ switch (axis)
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{
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- case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
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- case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
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- case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
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- case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
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- case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
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- case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
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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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#if defined(PLATFORM_UWP)
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- a = axis; // UWP will provide the correct axis
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+ axs = axis; // UWP will provide the correct axis
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#endif
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#if defined(PLATFORM_WEB)
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- // https://www.w3.org/TR/gamepad/#gamepad-interface
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- switch(axis)
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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: a = GAMEPAD_AXIS_LEFT_X;
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- case 1: a = GAMEPAD_AXIS_LEFT_Y;
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- case 2: a = GAMEPAD_AXIS_RIGHT_X;
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- case 3: a = GAMEPAD_AXIS_RIGHT_X;
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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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- return a;
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+ return axs;
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}
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// Poll (store) all input events
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@@ -3429,7 +3433,7 @@ 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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{
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- const GamepadAxis axis = GetGamepadAxis(k);
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+ const int axis = GetGamepadAxis(k);
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gamepadAxisState[i][axis] = axes[k];
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}
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@@ -3485,7 +3489,7 @@ static void PollInputEvents(void)
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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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{
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- const GamepadAxis axis = GetGamepadAxis(j);
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+ const int axis = GetGamepadAxis(j);
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gamepadAxisState[i][axis] = gamepadState.axis[j];
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}
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