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@@ -3110,34 +3110,11 @@ static GamepadButton GetGamepadButton(int button)
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#endif
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#if defined(PLATFORM_UWP)
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- /*switch(button)
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- {
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- case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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- case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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- case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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- case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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-
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- case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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- case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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- case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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- case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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-
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- case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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- case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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-
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- case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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- case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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-
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- case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT;
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- case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT;
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- }*/
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- //Above might not be most efficient, so not doing it for now
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b = button;
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#endif
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#if defined(PLATFORM_WEB)
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- //TODO: TEST
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- //https://www.w3.org/TR/gamepad/#gamepad-interface
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+ // 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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@@ -3178,11 +3155,11 @@ static GamepadAxis GetGamepadAxis(int axis)
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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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+ a = axis; // UWP will provide the correct axis
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#endif
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#if defined(PLATFORM_WEB)
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- //TODO: TEST
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+ // 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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@@ -3430,9 +3407,9 @@ static void PollInputEvents(void)
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// Get current gamepad state
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// NOTE: There is no callback available, so we get it manually
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- //Get remapped buttons
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+ // Get remapped buttons
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GLFWgamepadstate state;
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- glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same
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+ glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
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const unsigned char *buttons = state.buttons;
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for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
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@@ -3456,7 +3433,7 @@ static void PollInputEvents(void)
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gamepadAxisState[i][axis] = axes[k];
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}
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- //Register buttons for 2nd triggers
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+ // Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
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currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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