Review formatting to follow raylib style

This commit is contained in:
raysan5 2019-04-28 18:23:21 +02:00
parent fc6186a632
commit 100c82e369
2 changed files with 68 additions and 65 deletions

View File

@ -445,6 +445,8 @@ static void Wait(float ms); // Wait for some millise
static bool GetKeyStatus(int key); // Returns if a key has been pressed static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
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 static void PollInputEvents(void); // Register user events
static void LogoAnimation(void); // Plays raylib logo appearing animation static void LogoAnimation(void); // Plays raylib logo appearing animation
@ -3081,95 +3083,97 @@ static bool GetMouseButtonStatus(int button)
#endif #endif
} }
static GamepadButton GetGamepadButton(int button) // Get gamepad button generic to all platforms
static int GetGamepadButton(int button)
{ {
GamepadButton b = GAMEPAD_BUTTON_UNKNOWN; int btn = GAMEPAD_BUTTON_UNKNOWN;
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
switch (button) switch (button)
{ {
case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break; case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break; case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
} }
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
b = button; // UWP will provide the correct button btn = button; // UWP will provide the correct button
#endif #endif
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
// https://www.w3.org/TR/gamepad/#gamepad-interface // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button) switch (button)
{ {
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break; case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break; case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break; case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break; case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break; case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break; case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break; case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break; case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break; case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break; case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break; case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break; case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break; case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break; case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break; case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break; case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
} }
#endif #endif
return b; return btn;
} }
static GamepadAxis GetGamepadAxis(int axis) // Get gamepad axis generic to all platforms
static int GetGamepadAxis(int axis)
{ {
GamepadAxis a = GAMEPAD_AXIS_UNKNOWN; int axs = GAMEPAD_AXIS_UNKNOWN;
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
switch(axis) switch (axis)
{ {
case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break; case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break; case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break; case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break; case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break; case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break; case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
} }
#endif #endif
#if defined(PLATFORM_UWP) #if defined(PLATFORM_UWP)
a = axis; // UWP will provide the correct axis axs = axis; // UWP will provide the correct axis
#endif #endif
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
// https://www.w3.org/TR/gamepad/#gamepad-interface // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
switch(axis) switch (axis)
{ {
case 0: a = GAMEPAD_AXIS_LEFT_X; case 0: axs = GAMEPAD_AXIS_LEFT_X;
case 1: a = GAMEPAD_AXIS_LEFT_Y; case 1: axs = GAMEPAD_AXIS_LEFT_Y;
case 2: a = GAMEPAD_AXIS_RIGHT_X; case 2: axs = GAMEPAD_AXIS_RIGHT_X;
case 3: a = GAMEPAD_AXIS_RIGHT_X; case 3: axs = GAMEPAD_AXIS_RIGHT_X;
} }
#endif #endif
return a; return axs;
} }
// Poll (store) all input events // Poll (store) all input events
@ -3429,7 +3433,7 @@ static void PollInputEvents(void)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++) for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{ {
const GamepadAxis axis = GetGamepadAxis(k); const int axis = GetGamepadAxis(k);
gamepadAxisState[i][axis] = axes[k]; gamepadAxisState[i][axis] = axes[k];
} }
@ -3485,7 +3489,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad // Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++) for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{ {
const GamepadAxis axis = GetGamepadAxis(j); const int axis = GetGamepadAxis(j);
gamepadAxisState[i][axis] = gamepadState.axis[j]; gamepadAxisState[i][axis] = gamepadState.axis[j];
} }

View File

@ -620,12 +620,12 @@ typedef enum {
} GamepadNumber; } GamepadNumber;
// Gamepad Buttons // Gamepad Buttons
typedef enum typedef enum {
{
// This is here just for error checking // This is here just for error checking
GAMEPAD_BUTTON_UNKNOWN = 0, GAMEPAD_BUTTON_UNKNOWN = 0,
// This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though.. // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
// No support for 6 button controllers though..
GAMEPAD_BUTTON_LEFT_FACE_UP, GAMEPAD_BUTTON_LEFT_FACE_UP,
GAMEPAD_BUTTON_LEFT_FACE_RIGHT, GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
GAMEPAD_BUTTON_LEFT_FACE_DOWN, GAMEPAD_BUTTON_LEFT_FACE_DOWN,
@ -644,17 +644,16 @@ typedef enum
GAMEPAD_BUTTON_RIGHT_TRIGGER_2, GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
// These are buttons in the center of the gamepad // These are buttons in the center of the gamepad
GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
// These are the joystick press in buttons // These are the joystick press in buttons
GAMEPAD_BUTTON_LEFT_THUMB, GAMEPAD_BUTTON_LEFT_THUMB,
GAMEPAD_BUTTON_RIGHT_THUMB GAMEPAD_BUTTON_RIGHT_THUMB
} GamepadButton; } GamepadButton;
typedef enum typedef enum {
{
// This is here just for error checking // This is here just for error checking
GAMEPAD_AXIS_UNKNOWN = 0, GAMEPAD_AXIS_UNKNOWN = 0,
@ -667,8 +666,8 @@ typedef enum
GAMEPAD_AXIS_RIGHT_Y, GAMEPAD_AXIS_RIGHT_Y,
// Pressure levels for the back triggers // Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level) GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level) GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
} GamepadAxis; } GamepadAxis;
// Shader location point type // Shader location point type