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@@ -3050,6 +3050,86 @@ static bool GetMouseButtonStatus(int button)
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#endif
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#endif
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}
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}
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+static GamepadButton GetGamepadButton(int button)
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+{
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+ GamepadButton b = 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_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_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_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_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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+ }
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+#endif
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+
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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 (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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+ }
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+#endif
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+
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+ return b;
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+}
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+
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+static GamepadAxis GetGamepadAxis(int axis)
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+{
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+ GamepadAxis a = 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: 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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+ }
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+#endif
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+
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+#if defined(PLATFORM_WEB)
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+ //TODO: TEST
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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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+ }
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+#endif
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+
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+ return a;
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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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@@ -3114,7 +3194,7 @@ static void PollInputEvents(void)
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#if defined(PLATFORM_DESKTOP)
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#if defined(PLATFORM_DESKTOP)
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// Check if gamepads are ready
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// Check if gamepads are ready
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- // NOTE: We do it here in case of disconection
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+ // NOTE: We do it here in case of disconnection
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for (int i = 0; i < MAX_GAMEPADS; i++)
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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{
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if (glfwJoystickPresent(i)) gamepadReady[i] = true;
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if (glfwJoystickPresent(i)) gamepadReady[i] = true;
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@@ -3131,33 +3211,37 @@ static void PollInputEvents(void)
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// Get current gamepad state
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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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// NOTE: There is no callback available, so we get it manually
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- const unsigned char *buttons;
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- int buttonsCount;
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-
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- buttons = glfwGetJoystickButtons(i, &buttonsCount);
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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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+ const unsigned char *buttons = state.buttons;
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- for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
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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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{
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{
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+ const GamepadButton button = GetGamepadButton(k);
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+
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if (buttons[k] == GLFW_PRESS)
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if (buttons[k] == GLFW_PRESS)
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{
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{
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- currentGamepadState[i][k] = 1;
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- lastGamepadButtonPressed = k;
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+ currentGamepadState[i][button] = 1;
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+ lastGamepadButtonPressed = button;
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}
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}
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- else currentGamepadState[i][k] = 0;
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+ else currentGamepadState[i][button] = 0;
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}
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}
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// Get current axis state
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// Get current axis state
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- const float *axes;
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- int axisCount = 0;
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-
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- axes = glfwGetJoystickAxes(i, &axisCount);
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+ const float *axes = state.axes;
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- for (int k = 0; (axes != NULL) && (k < axisCount) && (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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- gamepadAxisState[i][k] = axes[k];
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+ const GamepadAxis axis = GetGamepadAxis(k);
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+ gamepadAxisState[i][axis] = axes[k];
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}
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}
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- gamepadAxisCount = axisCount;
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+ //Register buttons for 2nd triggers
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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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+
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+ gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
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}
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}
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}
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}
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@@ -3191,12 +3275,13 @@ static void PollInputEvents(void)
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// Register buttons data for every connected gamepad
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// Register buttons data for every connected gamepad
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for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
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for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
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{
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{
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+ const GamepadButton button = GetGamepadButton(j);
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if (gamepadState.digitalButton[j] == 1)
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if (gamepadState.digitalButton[j] == 1)
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{
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{
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- currentGamepadState[i][j] = 1;
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- lastGamepadButtonPressed = j;
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+ currentGamepadState[i][button] = 1;
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+ lastGamepadButtonPressed = button;
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}
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}
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- else currentGamepadState[i][j] = 0;
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+ else currentGamepadState[i][button] = 0;
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//TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
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//TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
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}
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}
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@@ -3204,7 +3289,8 @@ 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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- gamepadAxisState[i][j] = gamepadState.axis[j];
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+ const GamepadAxis axis = GetGamepadAxis(k);
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+ gamepadAxisState[i][axis] = gamepadState.axis[j];
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}
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}
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gamepadAxisCount = gamepadState.numAxes;
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gamepadAxisCount = gamepadState.numAxes;
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