Added gamepad functions as generic for all platforms

This commit is contained in:
Ray 2023-10-11 11:14:03 +02:00
parent ddca525132
commit 6ebfec99c5
6 changed files with 8 additions and 70 deletions

View File

@ -2023,8 +2023,6 @@ void SetExitKey(int key)
//----------------------------------------------------------------------------------
// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
//int GetGamepadAxisCount(int gamepad) **
//const char *GetGamepadName(int gamepad) **
//int SetGamepadMappings(const char *mappings)
// Check if a gamepad is available
@ -2038,10 +2036,10 @@ bool IsGamepadAvailable(int gamepad)
}
// Get gamepad internal name id
//const char *GetGamepadName(int gamepad)
//{
// return CORE.Input.Gamepad.ready[gamepad];
//}
const char *GetGamepadName(int gamepad)
{
return CORE.Input.Gamepad.name[gamepad];
}
// Check if a gamepad button has been pressed once
bool IsGamepadButtonPressed(int gamepad, int button)
@ -2094,10 +2092,10 @@ int GetGamepadButtonPressed(void)
}
// Get gamepad axis count
//int GetGamepadAxisCount(int gamepad)
//{
// return CORE.Input.Gamepad.axisCount;
//}
int GetGamepadAxisCount(int gamepad)
{
return CORE.Input.Gamepad.axisCount;
}
// Get axis movement vector for a gamepad
float GetGamepadAxisMovement(int gamepad, int axis)

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@ -635,18 +635,6 @@ void OpenURL(const char *url)
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
return CORE.Input.Gamepad.name[gamepad];
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
return CORE.Input.Gamepad.axisCount;
}
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{

View File

@ -1222,18 +1222,6 @@ void OpenURL(const char *url)
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
return CORE.Input.Gamepad.name[gamepad];
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
return CORE.Input.Gamepad.axisCount;
}
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{

View File

@ -739,18 +739,6 @@ void OpenURL(const char *url)
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
return CORE.Input.Gamepad.name[gamepad];
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
return CORE.Input.Gamepad.axisCount;
}
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{

View File

@ -563,18 +563,6 @@ void OpenURL(const char *url)
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
return CORE.Input.Gamepad.name[gamepad];
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
return CORE.Input.Gamepad.axisCount;
}
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{

View File

@ -697,18 +697,6 @@ void OpenURL(const char *url)
// Module Functions Definition: Inputs
//----------------------------------------------------------------------------------
// Get gamepad internal name id
const char *GetGamepadName(int gamepad)
{
return CORE.Input.Gamepad.name[gamepad];
}
// Get gamepad axis count
int GetGamepadAxisCount(int gamepad)
{
return CORE.Input.Gamepad.axisCount;
}
// Set internal gamepad mappings
int SetGamepadMappings(const char *mappings)
{