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authorraysan5 <[email protected]>2021-02-09 12:14:50 +0100
committerraysan5 <[email protected]>2021-02-09 12:14:50 +0100
commit4e685248711a6b6bc69730d1aaaa21c018b14a77 (patch)
tree5fe99cd5f2f2fd5b699d03195232997b1fea19ca /src/core.c
parent52d0e86cc61c094604b7f64329dff5bdc3829ae5 (diff)
downloadraylib-4e685248711a6b6bc69730d1aaaa21c018b14a77.tar.gz
raylib-4e685248711a6b6bc69730d1aaaa21c018b14a77.zip
REMOVED: GetGamepadButton() internal func
Diffstat (limited to 'src/core.c')
-rw-r--r--src/core.c136
1 files changed, 64 insertions, 72 deletions
diff --git a/src/core.c b/src/core.c
index 4dce1873..3e53a308 100644
--- a/src/core.c
+++ b/src/core.c
@@ -512,7 +512,6 @@ static void SwapBuffers(void); // Copy back buffer to f
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 void PollInputEvents(void); // Register user events
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@@ -4253,66 +4252,6 @@ static void Wait(float ms)
#endif
}
-// Get gamepad button generic to all platforms
-static int GetGamepadButton(int button)
-{
- int btn = -1;
-
-#if defined(PLATFORM_DESKTOP)
- switch (button)
- {
- case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
-
- case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
-
- case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break;
- case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
-
- case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
-
- case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
- }
-#endif
-
-#if defined(PLATFORM_UWP)
- btn = button; // UWP will provide the correct button
-#endif
-
-#if defined(PLATFORM_WEB)
- // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
- switch (button)
- {
- case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
- case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
- case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
- case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
- case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
- case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
- case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
- case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
- }
-#endif
-
- return btn;
-}
-
// Poll (store) all input events
static void PollInputEvents(void)
{
@@ -4421,14 +4360,41 @@ static void PollInputEvents(void)
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
- const GamepadButton button = GetGamepadButton(k);
-
- if (buttons[k] == GLFW_PRESS)
+ GamepadButton button = -1;
+
+ switch (k)
{
- CORE.Input.Gamepad.currentState[i][button] = 1;
- CORE.Input.Gamepad.lastButtonPressed = button;
+ case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+
+ case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
+ case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+
+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+
+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (buttons[k] == GLFW_PRESS)
+ {
+ CORE.Input.Gamepad.currentState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentState[i][button] = 0;
}
- else CORE.Input.Gamepad.currentState[i][button] = 0;
}
// Get current axis state
@@ -4477,13 +4443,39 @@ static void PollInputEvents(void)
// Register buttons data for every connected gamepad
for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++)
{
- const GamepadButton button = GetGamepadButton(j);
- if (gamepadState.digitalButton[j] == 1)
+ GamepadButton button = -1;
+
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (j)
{
- CORE.Input.Gamepad.currentState[i][button] = 1;
- CORE.Input.Gamepad.lastButtonPressed = button;
+ case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ default: break;
+ }
+
+ if (button != -1) // Check for valid button
+ {
+ if (gamepadState.digitalButton[j] == 1)
+ {
+ CORE.Input.Gamepad.currentState[i][button] = 1;
+ CORE.Input.Gamepad.lastButtonPressed = button;
+ }
+ else CORE.Input.Gamepad.currentState[i][button] = 0;
}
- else CORE.Input.Gamepad.currentState[i][button] = 0;
//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
}