From 56ded3259ded9c5fc8d5c7dff1a50044326f5ab5 Mon Sep 17 00:00:00 2001
From: Reece Mackie <20544390+Rover656@users.noreply.github.com>
Date: Sat, 27 Apr 2019 21:36:57 +0100
Subject: [PATCH] More work, UWP now supports it and deleted old gamepads
---
projects/VS2017.UWP/raylib.App.UWP/App.cpp | 6 +-
projects/VS2017.UWP/raylib.App.UWP/BaseApp.h | 41 +++++-----
.../examples/core_basic_window_cpp.vcxproj | 7 +-
src/core.c | 38 +++++++++
src/raylib.h | 78 -------------------
5 files changed, 66 insertions(+), 104 deletions(-)
diff --git a/projects/VS2017.UWP/raylib.App.UWP/App.cpp b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
index ae137ed2..fb07636c 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/App.cpp
+++ b/projects/VS2017.UWP/raylib.App.UWP/App.cpp
@@ -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);
diff --git a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
index e27909e2..65483754 100644
--- a/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
+++ b/projects/VS2017.UWP/raylib.App.UWP/BaseApp.h
@@ -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);
}
}
}
diff --git a/projects/VS2017/examples/core_basic_window_cpp.vcxproj b/projects/VS2017/examples/core_basic_window_cpp.vcxproj
index bc8221a5..cfe08524 100644
--- a/projects/VS2017/examples/core_basic_window_cpp.vcxproj
+++ b/projects/VS2017/examples/core_basic_window_cpp.vcxproj
@@ -166,15 +166,14 @@
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)
-
-
-
{e89d61ac-55de-4482-afd4-df7242ebc859}
- true
+
+
+
diff --git a/src/core.c b/src/core.c
index 7977d0ad..2aa22fa6 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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;
}
diff --git a/src/raylib.h b/src/raylib.h
index 9759000f..1b4a5434 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -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,