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

@ -3110,33 +3110,10 @@ 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
switch (button)
{
@ -3182,7 +3159,7 @@ static GamepadAxis GetGamepadAxis(int 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;
@ -3432,7 +3409,7 @@ static void PollInputEvents(void)
// NOTE: There is no callback available, so we get it manually
// 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

@ -655,6 +655,7 @@ typedef enum
typedef enum
{
// This is here just for error checking
GAMEPAD_AXIS_UNKNOWN = 0,
// Left stick
@ -665,7 +666,7 @@ typedef enum
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;