Formatting changes

This commit is contained in:
Reece Mackie 2019-04-28 15:59:39 +01:00
parent f8c6226826
commit 7ca856f9b7
2 changed files with 16 additions and 38 deletions

View File

@ -3110,34 +3110,11 @@ static GamepadButton GetGamepadButton(int button)
#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
// https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button)
{
case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
@ -3178,11 +3155,11 @@ static GamepadAxis GetGamepadAxis(int axis)
#endif
#if defined(PLATFORM_UWP)
a = axis; //UWP will provide the correct axis
a = axis; // UWP will provide the correct axis
#endif
#if defined(PLATFORM_WEB)
//TODO: TEST
// https://www.w3.org/TR/gamepad/#gamepad-interface
switch(axis)
{
case 0: a = GAMEPAD_AXIS_LEFT_X;
@ -3430,9 +3407,9 @@ static void PollInputEvents(void)
// Get current gamepad state
// NOTE: There is no callback available, so we get it manually
//Get remapped buttons
// Get remapped buttons
GLFWgamepadstate state;
glfwGetGamepadState(i, &state); //This remapps all gamepads so they work the same
glfwGetGamepadState(i, &state); // This remapps all gamepads so they have their buttons mapped like an xbox controller
const unsigned char *buttons = state.buttons;
for (int k = 0; (buttons != NULL) && (k < GLFW_GAMEPAD_BUTTON_DPAD_LEFT + 1) && (k < MAX_GAMEPAD_BUTTONS); k++)
@ -3456,7 +3433,7 @@ static void PollInputEvents(void)
gamepadAxisState[i][axis] = axes[k];
}
//Register buttons for 2nd triggers
// Register buttons for 2nd triggers (because GLFW doesn't count these as buttons but rather axis)
currentGamepadState[i][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
currentGamepadState[i][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);

View File

@ -622,50 +622,51 @@ typedef enum {
// Gamepad Buttons
typedef enum
{
//This is here just for error checking
// This is here just for error checking
GAMEPAD_BUTTON_UNKNOWN = 0,
//This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though..
// This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though..
GAMEPAD_BUTTON_LEFT_FACE_UP,
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
GAMEPAD_BUTTON_LEFT_FACE_LEFT,
//This is normally a DPAD
// This is normally a DPAD
GAMEPAD_BUTTON_RIGHT_FACE_UP,
GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
//Triggers
// Triggers
GAMEPAD_BUTTON_LEFT_TRIGGER_1,
GAMEPAD_BUTTON_LEFT_TRIGGER_2,
GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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, //PS Button/XBOX Button
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_RIGHT_THUMB
} GamepadButton;
typedef enum
{
// This is here just for error checking
GAMEPAD_AXIS_UNKNOWN = 0,
//Left stick
// Left stick
GAMEPAD_AXIS_LEFT_X,
GAMEPAD_AXIS_LEFT_Y,
//Right stick
// Right stick
GAMEPAD_AXIS_RIGHT_X,
GAMEPAD_AXIS_RIGHT_Y,
//Pressure levels
// Pressure levels for the back triggers
GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
} GamepadAxis;