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More work, UWP now supports it and deleted old gamepads

Reece Mackie 6 years ago
parent
commit
56ded3259d

+ 3 - 3
projects/VS2017.UWP/raylib.App.UWP/App.cpp

@@ -36,8 +36,8 @@ void App::Update()
 	
 		ClearBackground(RAYWHITE);
 		
-		posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
-		posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
+		posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X) * 5;
+		posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y) * -5;
 
 		DrawRectangle(posX, posY, 400, 100, RED);
 
@@ -63,7 +63,7 @@ void App::Update()
 
 		if (IsKeyDown(KEY_LEFT_ALT))
 			DrawRectangle(250, 250, 20, 20, BLACK);
-		if (IsKeyDown(KEY_BACKSPACE))
+		if (IsKeyDown(KEY_BACKSPACE) || IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN))
 			DrawRectangle(280, 250, 20, 20, BLACK);
 		if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
 			DrawRectangle(280, 250, 20, 20, BLACK);

+ 22 - 19
projects/VS2017.UWP/raylib.App.UWP/BaseApp.h

@@ -371,27 +371,30 @@ protected:
                     GamepadReading reading = gamepad->GetCurrentReading();
 
                     // NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
-                    RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
+
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
+
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
+
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
+                    RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
 
                     // Get current axis state
-                    RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
-                    RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
-                    RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
-                    RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
-                    RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
-                    RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
+                    RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
+                    RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
+                    RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
+                    RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
+                    RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
+                    RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
                 }
             }
         }

+ 3 - 4
projects/VS2017/examples/core_basic_window_cpp.vcxproj

@@ -166,15 +166,14 @@
       <AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
     </Link>
   </ItemDefinitionGroup>
-  <ItemGroup>
-    <ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
-  </ItemGroup>
   <ItemGroup>
     <ProjectReference Include="..\raylib\raylib.vcxproj">
       <Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
-      <UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>
     </ProjectReference>
   </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
+  </ItemGroup>
   <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
   <ImportGroup Label="ExtensionTargets">
   </ImportGroup>

+ 38 - 0
src/core.c

@@ -3095,20 +3095,50 @@ static GamepadButton GetGamepadButton(int button)
 	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_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_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)
+    /*switch(button)
+    {
+	case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+	case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+	case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+	case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+
+	case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+	case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+	case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+	case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+
+	case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+	case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+	case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
+	case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+
+	case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT;
+	case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT;
+    }*/
+    //Above might not be most efficient, so not doing it for now
+	b = button;
+#endif
+
 #if defined(PLATFORM_WEB)
     //TODO: TEST
     //https://www.w3.org/TR/gamepad/#gamepad-interface
@@ -3151,6 +3181,10 @@ static GamepadAxis GetGamepadAxis(int axis)
     }
 #endif
 
+#if defined(PLATFORM_UWP)
+	a = axis; //UWP will provide the correct axis
+#endif
+
 #if defined(PLATFORM_WEB)
     //TODO: TEST
     switch(axis)
@@ -3347,6 +3381,10 @@ static void PollInputEvents(void)
         {
             if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
                 gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
+
+			//Register buttons for 2nd triggers
+			currentGamepadState[msg->Int0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
+			currentGamepadState[msg->Int0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
             break;
         }
 

+ 0 - 78
src/raylib.h

@@ -670,84 +670,6 @@ typedef enum
 	GAMEPAD_AXIS_RIGHT_TRIGGER     // [1..-1] (pressure-level)
 } GamepadAxis;
 
-// PS3 USB Controller Buttons
-// TODO: Provide a generic way to list gamepad controls schemes,
-// defining specific controls schemes is not a good option
-typedef enum {
-    GAMEPAD_PS3_BUTTON_TRIANGLE = 0,
-    GAMEPAD_PS3_BUTTON_CIRCLE   = 1,
-    GAMEPAD_PS3_BUTTON_CROSS    = 2,
-    GAMEPAD_PS3_BUTTON_SQUARE   = 3,
-    GAMEPAD_PS3_BUTTON_L1       = 6,
-    GAMEPAD_PS3_BUTTON_R1       = 7,
-    GAMEPAD_PS3_BUTTON_L2       = 4,
-    GAMEPAD_PS3_BUTTON_R2       = 5,
-    GAMEPAD_PS3_BUTTON_START    = 8,
-    GAMEPAD_PS3_BUTTON_SELECT   = 9,
-    GAMEPAD_PS3_BUTTON_PS       = 12,
-    GAMEPAD_PS3_BUTTON_UP       = 24,
-    GAMEPAD_PS3_BUTTON_RIGHT    = 25,
-    GAMEPAD_PS3_BUTTON_DOWN     = 26,
-    GAMEPAD_PS3_BUTTON_LEFT     = 27
-} GamepadPS3Button;
-
-// PS3 USB Controller Axis
-typedef enum {
-    GAMEPAD_PS3_AXIS_LEFT_X     = 0,
-    GAMEPAD_PS3_AXIS_LEFT_Y     = 1,
-    GAMEPAD_PS3_AXIS_RIGHT_X    = 2,
-    GAMEPAD_PS3_AXIS_RIGHT_Y    = 5,
-    GAMEPAD_PS3_AXIS_L2         = 3,    // [1..-1] (pressure-level)
-    GAMEPAD_PS3_AXIS_R2         = 4     // [1..-1] (pressure-level)
-} GamepadPS3Axis;
-
-// Xbox360 USB Controller Buttons
-typedef enum {
-    GAMEPAD_XBOX_BUTTON_A       = 0,
-    GAMEPAD_XBOX_BUTTON_B       = 1,
-    GAMEPAD_XBOX_BUTTON_X       = 2,
-    GAMEPAD_XBOX_BUTTON_Y       = 3,
-    GAMEPAD_XBOX_BUTTON_LB      = 4,
-    GAMEPAD_XBOX_BUTTON_RB      = 5,
-    GAMEPAD_XBOX_BUTTON_SELECT  = 6,
-    GAMEPAD_XBOX_BUTTON_START   = 7,
-    GAMEPAD_XBOX_BUTTON_HOME    = 8,
-    GAMEPAD_XBOX_BUTTON_UP      = 10,
-    GAMEPAD_XBOX_BUTTON_RIGHT   = 11,
-    GAMEPAD_XBOX_BUTTON_DOWN    = 12,
-    GAMEPAD_XBOX_BUTTON_LEFT    = 13
-} GamepadXbox360Button;
-
-// Xbox360 USB Controller Axis,
-// NOTE: For Raspberry Pi, axis must be reconfigured
-typedef enum {
-    GAMEPAD_XBOX_AXIS_LEFT_X    = 0,    // [-1..1] (left->right)
-    GAMEPAD_XBOX_AXIS_LEFT_Y    = 1,    // [1..-1] (up->down)
-    GAMEPAD_XBOX_AXIS_RIGHT_X   = 2,    // [-1..1] (left->right)
-    GAMEPAD_XBOX_AXIS_RIGHT_Y   = 3,    // [1..-1] (up->down)
-    GAMEPAD_XBOX_AXIS_LT        = 4,    // [-1..1] (pressure-level)
-    GAMEPAD_XBOX_AXIS_RT        = 5     // [-1..1] (pressure-level)
-} GamepadXbox360Axis;
-
-// Android Gamepad Controller (SNES CLASSIC)
-typedef enum {
-    GAMEPAD_ANDROID_DPAD_UP     = 19,
-    GAMEPAD_ANDROID_DPAD_DOWN   = 20,
-    GAMEPAD_ANDROID_DPAD_LEFT   = 21,
-    GAMEPAD_ANDROID_DPAD_RIGHT  = 22,
-    GAMEPAD_ANDROID_DPAD_CENTER = 23,
-    GAMEPAD_ANDROID_BUTTON_A    = 96,
-    GAMEPAD_ANDROID_BUTTON_B    = 97,
-    GAMEPAD_ANDROID_BUTTON_C    = 98,
-    GAMEPAD_ANDROID_BUTTON_X    = 99,
-    GAMEPAD_ANDROID_BUTTON_Y    = 100,
-    GAMEPAD_ANDROID_BUTTON_Z    = 101,
-    GAMEPAD_ANDROID_BUTTON_L1   = 102,
-    GAMEPAD_ANDROID_BUTTON_R1   = 103,
-    GAMEPAD_ANDROID_BUTTON_L2   = 104,
-    GAMEPAD_ANDROID_BUTTON_R2   = 105
-} GamepadAndroid;
-
 // Shader location point type
 typedef enum {
     LOC_VERTEX_POSITION = 0,