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authorReece Mackie <[email protected]>2019-04-28 16:06:56 +0100
committerReece Mackie <[email protected]>2019-04-28 16:06:56 +0100
commite69688437a33dbc15a2a7e143ad76e524184ff03 (patch)
tree7029ea1cfbbb69de543359044081d1ae349a0b14 /src
parentd42965b0b02247f9b2581d3b7ba6e9ea47ddfcd6 (diff)
downloadraylib-e69688437a33dbc15a2a7e143ad76e524184ff03.tar.gz
raylib-e69688437a33dbc15a2a7e143ad76e524184ff03.zip
Why does visual studio keep using tabs!!!
Diffstat (limited to 'src')
-rw-r--r--src/core.c114
1 files changed, 57 insertions, 57 deletions
diff --git a/src/core.c b/src/core.c
index fb1f4f1a..1dc27050 100644
--- a/src/core.c
+++ b/src/core.c
@@ -3083,93 +3083,93 @@ static bool GetMouseButtonStatus(int button)
static GamepadButton GetGamepadButton(int button)
{
- GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
+ GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch (button)
{
- case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- 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_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ 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_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_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_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;
+ 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)
- b = button; // UWP will provide the correct button
+ b = button; // UWP will provide the correct button
#endif
#if defined(PLATFORM_WEB)
// https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button)
{
- case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
- case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
- case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
- case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
- case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
- case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
- case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
- case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
}
#endif
- return b;
+ return b;
}
static GamepadAxis GetGamepadAxis(int axis)
{
- GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
+ GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch(axis)
{
- case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
- case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
- case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
}
#endif
#if defined(PLATFORM_UWP)
- a = axis; // UWP will provide the correct axis
+ a = axis; // UWP will provide the correct axis
#endif
#if defined(PLATFORM_WEB)
- // https://www.w3.org/TR/gamepad/#gamepad-interface
+ // https://www.w3.org/TR/gamepad/#gamepad-interface
switch(axis)
{
- case 0: a = GAMEPAD_AXIS_LEFT_X;
- case 1: a = GAMEPAD_AXIS_LEFT_Y;
- case 2: a = GAMEPAD_AXIS_RIGHT_X;
- case 3: a = GAMEPAD_AXIS_RIGHT_X;
+ case 0: a = GAMEPAD_AXIS_LEFT_X;
+ case 1: a = GAMEPAD_AXIS_LEFT_Y;
+ case 2: a = GAMEPAD_AXIS_RIGHT_X;
+ case 3: a = GAMEPAD_AXIS_RIGHT_X;
}
#endif
- return a;
+ return a;
}
// Poll (store) all input events
@@ -3408,13 +3408,13 @@ static void PollInputEvents(void)
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
// Get remapped buttons
- GLFWgamepadstate state;
- glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
- const unsigned char *buttons = state.buttons;
+ GLFWgamepadstate state;
+ glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
+ const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
{
- const GamepadButton button = GetGamepadButton(k);
+ const GamepadButton button = GetGamepadButton(k);
if (buttons[k] == GLFW_PRESS)
{
@@ -3429,13 +3429,13 @@ static void PollInputEvents(void)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
- const GamepadAxis axis = GetGamepadAxis(k);
+ const GamepadAxis axis = GetGamepadAxis(k);
gamepadAxisState[i][axis] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
- currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
- currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
+ currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
+ currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST;
}
@@ -3471,7 +3471,7 @@ 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);
+ const GamepadButton button = GetGamepadButton(j);
if (gamepadState.digitalButton[j] == 1)
{
currentGamepadState[i][button] = 1;
@@ -3485,7 +3485,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
- const GamepadAxis axis = GetGamepadAxis(k);
+ const GamepadAxis axis = GetGamepadAxis(k);
gamepadAxisState[i][axis] = gamepadState.axis[j];
}