Gamepad axis bug fixes and improvement (#1228)

* Fix gamepad axis count

* Fix Xbox axis drawing

* Ignore low axis values

* Revert "Fix gamepad axis count"

This reverts commit f08ae4bf

* Fix GamepadAxis API

* Fix conflict with master

* Revert Gamepad MAX definitions

* Revert MAX_GAMEPAD_AXIS update
This commit is contained in:
Mickaël Malécot 2020-05-09 12:39:41 +02:00 committed by GitHub
parent 7efed56b66
commit 0bd64b7975
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 14 additions and 52 deletions

View File

@ -92,13 +92,13 @@ int main(void)
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X)*20),
152 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
152 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y)*20), 25, BLACK);
// Draw axis: right joystick
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_X)*20),
237 - (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
237 + (GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_RIGHT_Y)*20), 25, BLACK);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);

View File

@ -496,7 +496,6 @@ static void InitTimer(void); // Initialize timer
static void Wait(float ms); // Wait for some milliseconds (stop program execution)
static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
static void PollInputEvents(void); // Register user events
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@ -2509,7 +2508,9 @@ float GetGamepadAxisMovement(int gamepad, int axis)
float value = 0;
#if !defined(PLATFORM_ANDROID)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS) &&
(axis == GAMEPAD_AXIS_LEFT_TRIGGER || axis == GAMEPAD_AXIS_RIGHT_TRIGGER ||
fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]) >= 0.2f)) value = CORE.Input.Gamepad.axisState[gamepad][axis];
#endif
return value;
@ -3579,40 +3580,6 @@ static int GetGamepadButton(int button)
return btn;
}
// Get gamepad axis generic to all platforms
static int GetGamepadAxis(int axis)
{
int axs = GAMEPAD_AXIS_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch (axis)
{
case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
}
#endif
#if defined(PLATFORM_UWP)
axs = axis; // UWP will provide the correct axis
#endif
#if defined(PLATFORM_WEB)
// Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
switch (axis)
{
case 0: axs = GAMEPAD_AXIS_LEFT_X;
case 1: axs = GAMEPAD_AXIS_LEFT_Y;
case 2: axs = GAMEPAD_AXIS_RIGHT_X;
case 3: axs = GAMEPAD_AXIS_RIGHT_X;
}
#endif
return axs;
}
// Poll (store) all input events
static void PollInputEvents(void)
{
@ -3731,15 +3698,14 @@ static void PollInputEvents(void)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
const int axis = GetGamepadAxis(k);
CORE.Input.Gamepad.axisState[i][axis] = axes[k];
CORE.Input.Gamepad.axisState[i][k] = axes[k];
}
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
CORE.Input.Gamepad.currentState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST;
CORE.Input.Gamepad.axisCount = GLFW_GAMEPAD_AXIS_LAST + 1;
}
}
@ -3787,8 +3753,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
const int axis = GetGamepadAxis(j);
CORE.Input.Gamepad.axisState[i][axis] = gamepadState.axis[j];
CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
}
CORE.Input.Gamepad.axisCount = gamepadState.numAxes;

View File

@ -663,20 +663,17 @@ typedef enum {
} GamepadButton;
typedef enum {
// This is here just for error checking
GAMEPAD_AXIS_UNKNOWN = 0,
// Left stick
GAMEPAD_AXIS_LEFT_X,
GAMEPAD_AXIS_LEFT_Y,
GAMEPAD_AXIS_LEFT_X = 0,
GAMEPAD_AXIS_LEFT_Y = 1,
// Right stick
GAMEPAD_AXIS_RIGHT_X,
GAMEPAD_AXIS_RIGHT_Y,
GAMEPAD_AXIS_RIGHT_X = 2,
GAMEPAD_AXIS_RIGHT_Y = 3,
// Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
GAMEPAD_AXIS_LEFT_TRIGGER = 4, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER = 5 // [1..-1] (pressure-level)
} GamepadAxis;
// Shader location point type