diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 35 |
1 files changed, 6 insertions, 29 deletions
@@ -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); |
