More work, UWP now supports it and deleted old gamepads

This commit is contained in:
Reece Mackie 2019-04-27 21:36:57 +01:00
parent 9434dc588a
commit 56ded3259d
5 changed files with 66 additions and 104 deletions

View File

@ -36,8 +36,8 @@ void App::Update()
ClearBackground(RAYWHITE);
posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X) * 5;
posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y) * -5;
DrawRectangle(posX, posY, 400, 100, RED);
@ -63,7 +63,7 @@ void App::Update()
if (IsKeyDown(KEY_LEFT_ALT))
DrawRectangle(250, 250, 20, 20, BLACK);
if (IsKeyDown(KEY_BACKSPACE))
if (IsKeyDown(KEY_BACKSPACE) || IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN))
DrawRectangle(280, 250, 20, 20, BLACK);
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
DrawRectangle(280, 250, 20, 20, BLACK);

View File

@ -371,27 +371,30 @@ protected:
GamepadReading reading = gamepad->GetCurrentReading();
// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
// Get current axis state
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
}
}
}

View File

@ -166,15 +166,14 @@
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
<UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@ -3095,20 +3095,50 @@ static GamepadButton GetGamepadButton(int button)
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)
/*switch(button)
{
case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT;
case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT;
}*/
//Above might not be most efficient, so not doing it for now
b = button;
#endif
#if defined(PLATFORM_WEB)
//TODO: TEST
//https://www.w3.org/TR/gamepad/#gamepad-interface
@ -3151,6 +3181,10 @@ static GamepadAxis GetGamepadAxis(int axis)
}
#endif
#if defined(PLATFORM_UWP)
a = axis; //UWP will provide the correct axis
#endif
#if defined(PLATFORM_WEB)
//TODO: TEST
switch(axis)
@ -3347,6 +3381,10 @@ static void PollInputEvents(void)
{
if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
//Register buttons for 2nd triggers
currentGamepadState[msg->Int0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
currentGamepadState[msg->Int0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
break;
}

View File

@ -670,84 +670,6 @@ typedef enum
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
} GamepadAxis;
// PS3 USB Controller Buttons
// TODO: Provide a generic way to list gamepad controls schemes,
// defining specific controls schemes is not a good option
typedef enum {
GAMEPAD_PS3_BUTTON_TRIANGLE = 0,
GAMEPAD_PS3_BUTTON_CIRCLE = 1,
GAMEPAD_PS3_BUTTON_CROSS = 2,
GAMEPAD_PS3_BUTTON_SQUARE = 3,
GAMEPAD_PS3_BUTTON_L1 = 6,
GAMEPAD_PS3_BUTTON_R1 = 7,
GAMEPAD_PS3_BUTTON_L2 = 4,
GAMEPAD_PS3_BUTTON_R2 = 5,
GAMEPAD_PS3_BUTTON_START = 8,
GAMEPAD_PS3_BUTTON_SELECT = 9,
GAMEPAD_PS3_BUTTON_PS = 12,
GAMEPAD_PS3_BUTTON_UP = 24,
GAMEPAD_PS3_BUTTON_RIGHT = 25,
GAMEPAD_PS3_BUTTON_DOWN = 26,
GAMEPAD_PS3_BUTTON_LEFT = 27
} GamepadPS3Button;
// PS3 USB Controller Axis
typedef enum {
GAMEPAD_PS3_AXIS_LEFT_X = 0,
GAMEPAD_PS3_AXIS_LEFT_Y = 1,
GAMEPAD_PS3_AXIS_RIGHT_X = 2,
GAMEPAD_PS3_AXIS_RIGHT_Y = 5,
GAMEPAD_PS3_AXIS_L2 = 3, // [1..-1] (pressure-level)
GAMEPAD_PS3_AXIS_R2 = 4 // [1..-1] (pressure-level)
} GamepadPS3Axis;
// Xbox360 USB Controller Buttons
typedef enum {
GAMEPAD_XBOX_BUTTON_A = 0,
GAMEPAD_XBOX_BUTTON_B = 1,
GAMEPAD_XBOX_BUTTON_X = 2,
GAMEPAD_XBOX_BUTTON_Y = 3,
GAMEPAD_XBOX_BUTTON_LB = 4,
GAMEPAD_XBOX_BUTTON_RB = 5,
GAMEPAD_XBOX_BUTTON_SELECT = 6,
GAMEPAD_XBOX_BUTTON_START = 7,
GAMEPAD_XBOX_BUTTON_HOME = 8,
GAMEPAD_XBOX_BUTTON_UP = 10,
GAMEPAD_XBOX_BUTTON_RIGHT = 11,
GAMEPAD_XBOX_BUTTON_DOWN = 12,
GAMEPAD_XBOX_BUTTON_LEFT = 13
} GamepadXbox360Button;
// Xbox360 USB Controller Axis,
// NOTE: For Raspberry Pi, axis must be reconfigured
typedef enum {
GAMEPAD_XBOX_AXIS_LEFT_X = 0, // [-1..1] (left->right)
GAMEPAD_XBOX_AXIS_LEFT_Y = 1, // [1..-1] (up->down)
GAMEPAD_XBOX_AXIS_RIGHT_X = 2, // [-1..1] (left->right)
GAMEPAD_XBOX_AXIS_RIGHT_Y = 3, // [1..-1] (up->down)
GAMEPAD_XBOX_AXIS_LT = 4, // [-1..1] (pressure-level)
GAMEPAD_XBOX_AXIS_RT = 5 // [-1..1] (pressure-level)
} GamepadXbox360Axis;
// Android Gamepad Controller (SNES CLASSIC)
typedef enum {
GAMEPAD_ANDROID_DPAD_UP = 19,
GAMEPAD_ANDROID_DPAD_DOWN = 20,
GAMEPAD_ANDROID_DPAD_LEFT = 21,
GAMEPAD_ANDROID_DPAD_RIGHT = 22,
GAMEPAD_ANDROID_DPAD_CENTER = 23,
GAMEPAD_ANDROID_BUTTON_A = 96,
GAMEPAD_ANDROID_BUTTON_B = 97,
GAMEPAD_ANDROID_BUTTON_C = 98,
GAMEPAD_ANDROID_BUTTON_X = 99,
GAMEPAD_ANDROID_BUTTON_Y = 100,
GAMEPAD_ANDROID_BUTTON_Z = 101,
GAMEPAD_ANDROID_BUTTON_L1 = 102,
GAMEPAD_ANDROID_BUTTON_R1 = 103,
GAMEPAD_ANDROID_BUTTON_L2 = 104,
GAMEPAD_ANDROID_BUTTON_R2 = 105
} GamepadAndroid;
// Shader location point type
typedef enum {
LOC_VERTEX_POSITION = 0,