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| author | Reece Mackie <[email protected]> | 2019-04-27 21:36:57 +0100 |
|---|---|---|
| committer | Reece Mackie <[email protected]> | 2019-04-27 21:36:57 +0100 |
| commit | 56ded3259ded9c5fc8d5c7dff1a50044326f5ab5 (patch) | |
| tree | 96c419a91d9cd91d84075b758edd15624034b51c /src/core.c | |
| parent | 9434dc588ab295ee909b119a86adbbdae889d6b2 (diff) | |
| download | raylib-56ded3259ded9c5fc8d5c7dff1a50044326f5ab5.tar.gz raylib-56ded3259ded9c5fc8d5c7dff1a50044326f5ab5.zip | |
More work, UWP now supports it and deleted old gamepads
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 38 |
1 files changed, 38 insertions, 0 deletions
@@ -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; } |
