Updated gamepad system with extra check
Avoid out-of-bounds situation with button array
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12
src/core.c
12
src/core.c
@ -1179,9 +1179,9 @@ float GetGamepadAxisMovement(int gamepad, int axis)
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{
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float value = 0;
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad])
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (axis < MAX_GAMEPAD_AXIS))
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{
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if (axis < MAX_GAMEPAD_AXIS) value = gamepadAxisState[gamepad][axis];
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value = gamepadAxisState[gamepad][axis];
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}
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return value;
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@ -1192,7 +1192,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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{
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bool pressed = false;
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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(currentGamepadState[gamepad][button] == 1)) pressed = true;
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@ -1204,7 +1204,7 @@ bool IsGamepadButtonDown(int gamepad, int button)
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{
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bool result = false;
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] == 1)) result = true;
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return result;
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@ -1215,7 +1215,7 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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{
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bool released = false;
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] != previousGamepadState[gamepad][button]) &&
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(currentGamepadState[gamepad][button] == 0)) released = true;
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@ -1227,7 +1227,7 @@ bool IsGamepadButtonUp(int gamepad, int button)
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{
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bool result = false;
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] &&
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if ((gamepad < MAX_GAMEPADS) && gamepadReady[gamepad] && (button < MAX_GAMEPAD_BUTTONS) &&
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(currentGamepadState[gamepad][button] == 0)) result = true;
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return result;
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