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authorMickaël Malécot <[email protected]>2020-05-09 12:39:41 +0200
committerGitHub <[email protected]>2020-05-09 12:39:41 +0200
commit0bd64b7975722382773a5928e80dfe64da30b335 (patch)
treeeffbd2770b71df8f5d009c449a5ab454f7172ba7 /src/core.c
parent7efed56b664d3caf8af01ae017fb3585123997f6 (diff)
downloadraylib-0bd64b7975722382773a5928e80dfe64da30b335.tar.gz
raylib-0bd64b7975722382773a5928e80dfe64da30b335.zip
Gamepad axis bug fixes and improvement (#1228)
* Fix gamepad axis count * Fix Xbox axis drawing * Ignore low axis values * Revert "Fix gamepad axis count" This reverts commit f08ae4bf * Fix GamepadAxis API * Fix conflict with master * Revert Gamepad MAX definitions * Revert MAX_GAMEPAD_AXIS update
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c47
1 files changed, 6 insertions, 41 deletions
diff --git a/src/core.c b/src/core.c
index b0c38450..99c43c27 100644
--- a/src/core.c
+++ b/src/core.c
@@ -496,7 +496,6 @@ static void InitTimer(void); // Initialize timer
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
-static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
static void PollInputEvents(void); // Register user events
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -2509,7 +2508,9 @@ float GetGamepadAxisMovement(int gamepad, int axis)
float value = 0;
#if !defined(PLATFORM_ANDROID)
- if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
+ if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
+ (axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER ||
+ fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) >= 0.2f)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
#endif
return value;
@@ -3579,40 +3580,6 @@ static int GetGamepadButton(int button)
return btn;
}
-// Get gamepad axis generic to all platforms
-static int GetGamepadAxis(int axis)
-{
- int axs = GAMEPAD_AXIS_UNKNOWN;
-#if defined(PLATFORM_DESKTOP)
- switch (axis)
- {
- case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
- case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
- case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
- }
-#endif
-
-#if defined(PLATFORM_UWP)
- axs = axis; // UWP will provide the correct axis
-#endif
-
-#if defined(PLATFORM_WEB)
- // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
- switch (axis)
- {
- case 0: axs = GAMEPAD_AXIS_LEFT_X;
- case 1: axs = GAMEPAD_AXIS_LEFT_Y;
- case 2: axs = GAMEPAD_AXIS_RIGHT_X;
- case 3: axs = GAMEPAD_AXIS_RIGHT_X;
- }
-#endif
-
- return axs;
-}
-
// Poll (store) all input events
static void PollInputEvents(void)
{
@@ -3731,15 +3698,14 @@ static void PollInputEvents(void)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
- const int axis = GetGamepadAxis(k);
- CORE.Input.Gamepad.axisState[i][axis] = axes[k];
+ CORE.Input.Gamepad.axisState[i][k] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
- CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST;
+ CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
}
}
@@ -3787,8 +3753,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
- const int axis = GetGamepadAxis(j);
- CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j];
+ CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
}
CORE.Input.Gamepad.axisCount = gamepadState.numAxes;