diff options
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 141 |
1 files changed, 121 insertions, 20 deletions
@@ -3081,6 +3081,97 @@ static bool GetMouseButtonStatus(int button) #endif } +static GamepadButton GetGamepadButton(int button) +{ + 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_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_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; + } +#endif + +#if defined(PLATFORM_UWP) + 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; + } +#endif + + return b; +} + +static GamepadAxis GetGamepadAxis(int axis) +{ + 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; + } +#endif + +#if defined(PLATFORM_UWP) + a = axis; // UWP will provide the correct axis +#endif + +#if defined(PLATFORM_WEB) + // 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; + } +#endif + + return a; +} + // Poll (store) all input events static void PollInputEvents(void) { @@ -3232,6 +3323,10 @@ static void PollInputEvents(void) case UWP_MSG_SET_GAMEPAD_AXIS: { if ((msg->paramInt0 < MAX_GAMEPADS) && (msg->paramInt1 < MAX_GAMEPAD_AXIS)) gamepadAxisState[msg->paramInt0][msg->paramInt1] = msg->paramFloat0; + + // Register buttons for 2nd triggers + currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1); + currentGamepadState[msg->paramInt0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->paramInt0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1); } break; case UWP_MSG_SET_DISPLAY_DIMS: { @@ -3295,7 +3390,7 @@ static void PollInputEvents(void) #if defined(PLATFORM_DESKTOP) // Check if gamepads are ready - // NOTE: We do it here in case of disconection + // NOTE: We do it here in case of disconnection for (int i = 0; i < MAX_GAMEPADS; i++) { if (glfwJoystickPresent(i)) gamepadReady[i] = true; @@ -3312,33 +3407,37 @@ static void PollInputEvents(void) // Get current gamepad state // NOTE: There is no callback available, so we get it manually - const unsigned char *buttons; - int buttonsCount; - - buttons = glfwGetJoystickButtons(i, &buttonsCount); + // 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; - for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++) + 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) { - currentGamepadState[i][k] = 1; - lastGamepadButtonPressed = k; + currentGamepadState[i][button] = 1; + lastGamepadButtonPressed = button; } - else currentGamepadState[i][k] = 0; + else currentGamepadState[i][button] = 0; } // Get current axis state - const float *axes; - int axisCount = 0; + const float *axes = state.axes; - axes = glfwGetJoystickAxes(i, &axisCount); - - for (int k = 0; (axes != NULL) && (k < axisCount) && (k < MAX_GAMEPAD_AXIS); k++) + for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) { - gamepadAxisState[i][k] = axes[k]; + const GamepadAxis axis = GetGamepadAxis(k); + gamepadAxisState[i][axis] = axes[k]; } - gamepadAxisCount = axisCount; + // 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); + + gamepadAxisCount = GLFW_GAMEPAD_AXIS_LAST; } } @@ -3372,12 +3471,13 @@ 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) { - currentGamepadState[i][j] = 1; - lastGamepadButtonPressed = j; + currentGamepadState[i][button] = 1; + lastGamepadButtonPressed = button; } - else currentGamepadState[i][j] = 0; + else currentGamepadState[i][button] = 0; //TraceLog(LOG_DEBUG, "Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]); } @@ -3385,7 +3485,8 @@ static void PollInputEvents(void) // Register axis data for every connected gamepad for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) { - gamepadAxisState[i][j] = gamepadState.axis[j]; + const GamepadAxis axis = GetGamepadAxis(j); + gamepadAxisState[i][axis] = gamepadState.axis[j]; } gamepadAxisCount = gamepadState.numAxes; |
