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-rw-r--r--src/core.c141
1 files changed, 121 insertions, 20 deletions
diff --git a/src/core.c b/src/core.c
index 1273a057..8bff8245 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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;