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@@ -3083,93 +3083,93 @@ static bool GetMouseButtonStatus(int button)
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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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+ 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_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_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_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_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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+ 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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#if defined(PLATFORM_UWP)
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- b = button; // UWP will provide the correct button
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+ b = 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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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: 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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- return b;
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+ return b;
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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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+ 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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+ 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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#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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- // 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(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: 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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- return a;
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+ return a;
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}
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// Poll (store) all input events
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@@ -3408,13 +3408,13 @@ 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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- GLFWgamepadstate state;
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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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+ GLFWgamepadstate state;
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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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{
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- const GamepadButton button = GetGamepadButton(k);
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+ const GamepadButton button = GetGamepadButton(k);
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if (buttons[k] == GLFW_PRESS)
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{
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@@ -3429,13 +3429,13 @@ 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 GamepadAxis axis = GetGamepadAxis(k);
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gamepadAxisState[i][axis] = axes[k];
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}
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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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+ 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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gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
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}
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@@ -3471,7 +3471,7 @@ static void PollInputEvents(void)
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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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{
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- const GamepadButton button = GetGamepadButton(j);
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+ const GamepadButton button = GetGamepadButton(j);
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if (gamepadState.digitalButton[j] == 1)
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{
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currentGamepadState[i][button] = 1;
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@@ -3485,7 +3485,7 @@ 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(k);
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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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