REMOVED: GetGamepadButton() internal func

This commit is contained in:
raysan5 2021-02-09 12:14:50 +01:00
parent 52d0e86cc6
commit 4e68524871

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@ -512,7 +512,6 @@ static void SwapBuffers(void); // Copy back buffer to f
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 void PollInputEvents(void); // Register user events
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
@ -4253,66 +4252,6 @@ static void Wait(float ms)
#endif
}
// Get gamepad button generic to all platforms
static int GetGamepadButton(int button)
{
int btn = -1;
#if defined(PLATFORM_DESKTOP)
switch (button)
{
case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
}
#endif
#if defined(PLATFORM_UWP)
btn = button; // UWP will provide the correct button
#endif
#if defined(PLATFORM_WEB)
// Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button)
{
case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
}
#endif
return btn;
}
// Poll (store) all input events
static void PollInputEvents(void)
{
@ -4421,14 +4360,41 @@ static void PollInputEvents(void)
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)
GamepadButton button = -1;
switch (k)
{
CORE.Input.Gamepad.currentState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
case GLFW_GAMEPAD_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case GLFW_GAMEPAD_BUTTON_BACK: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_GUIDE: button = GAMEPAD_BUTTON_MIDDLE; break;
case GLFW_GAMEPAD_BUTTON_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
default: break;
}
if (button != -1) // Check for valid button
{
if (buttons[k] == GLFW_PRESS)
{
CORE.Input.Gamepad.currentState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
else CORE.Input.Gamepad.currentState[i][button] = 0;
}
else CORE.Input.Gamepad.currentState[i][button] = 0;
}
// Get current axis state
@ -4477,13 +4443,39 @@ 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)
GamepadButton button = -1;
// Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
switch (j)
{
CORE.Input.Gamepad.currentState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
case 0: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 1: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 2: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 3: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
case 4: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 5: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 6: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
case 7: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
case 8: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
case 9: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
case 10: button = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 11: button = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 12: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 13: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 14: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 15: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
default: break;
}
if (button != -1) // Check for valid button
{
if (gamepadState.digitalButton[j] == 1)
{
CORE.Input.Gamepad.currentState[i][button] = 1;
CORE.Input.Gamepad.lastButtonPressed = button;
}
else CORE.Input.Gamepad.currentState[i][button] = 0;
}
else CORE.Input.Gamepad.currentState[i][button] = 0;
//TRACELOGD("INPUT: Gamepad %d, button %d: Digital: %d, Analog: %g", gamepadState.index, j, gamepadState.digitalButton[j], gamepadState.analogButton[j]);
}