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-rw-r--r--src/core.c35
1 files changed, 6 insertions, 29 deletions
diff --git a/src/core.c b/src/core.c
index ec7586df..4bb1e76f 100644
--- a/src/core.c
+++ b/src/core.c
@@ -3110,34 +3110,11 @@ static GamepadButton GetGamepadButton(int button)
#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
+ // https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button)
{
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
@@ -3178,11 +3155,11 @@ static GamepadAxis GetGamepadAxis(int axis)
#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)
- //TODO: TEST
+ // https://www.w3.org/TR/gamepad/#gamepad-interface
switch(axis)
{
case 0: a = GAMEPAD_AXIS_LEFT_X;
@@ -3430,9 +3407,9 @@ static void PollInputEvents(void)
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
- //Get remapped buttons
+ // Get remapped buttons
GLFWgamepadstate state;
- glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same
+ 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++)
@@ -3456,7 +3433,7 @@ static void PollInputEvents(void)
gamepadAxisState[i][axis] = axes[k];
}
- //Register buttons for 2nd triggers
+ // 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);