Working on better gamepad support
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45
src/core.c
45
src/core.c
@ -1166,6 +1166,17 @@ bool IsGamepadAvailable(int gamepad)
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return result;
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}
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// Return gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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#if defined(PLATFORM_DESKTOP)
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if (glfwJoystickPresent(gamepad) == 1) return glfwGetJoystickName(gamepad);
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else return NULL;
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#else
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return NULL;
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#endif
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}
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// Return axis movement vector for a gamepad
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float GetGamepadAxisMovement(int gamepad, int axis)
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{
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@ -1192,7 +1203,11 @@ float GetGamepadAxisMovement(int gamepad, int axis)
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bool IsGamepadButtonPressed(int gamepad, int button)
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{
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bool pressed = false;
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if ((currentGamepadState[button] != previousGamepadState[button]) && (currentGamepadState[button] == 1)) pressed = true;
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else pressed = false;
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/*
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currentGamepadState[button] = IsGamepadButtonDown(gamepad, button);
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if (currentGamepadState[button] != previousGamepadState[button])
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@ -1201,6 +1216,7 @@ bool IsGamepadButtonPressed(int gamepad, int button)
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previousGamepadState[button] = currentGamepadState[button];
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}
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else pressed = false;
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*/
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return pressed;
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}
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@ -1222,6 +1238,8 @@ bool IsGamepadButtonDown(int gamepad, int button)
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if ((buttons != NULL) && (buttons[button] == GLFW_PRESS)) result = true;
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else result = false;
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//result = currentGamepadState[button];
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#endif
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return result;
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@ -1233,14 +1251,19 @@ bool IsGamepadButtonReleased(int gamepad, int button)
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bool released = false;
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currentGamepadState[button] = IsGamepadButtonUp(gamepad, button);
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if ((currentGamepadState[button] != previousGamepadState[button]) && (currentGamepadState[button] == 0)) released = true;
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else released = false;
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/*
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if (currentGamepadState[button] != previousGamepadState[button])
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{
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if (currentGamepadState[button]) released = true;
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previousGamepadState[button] = currentGamepadState[button];
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}
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else released = false;
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*/
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return released;
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}
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@ -1984,8 +2007,26 @@ static void PollInputEvents(void)
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previousMouseWheelY = currentMouseWheelY;
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currentMouseWheelY = 0;
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// Register previous gamepad states
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for (int i = 0; i < 32; i++) previousGamepadState[i] = currentGamepadState[i];
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// Get current gamepad state (no callback)
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if (glfwJoystickPresent(GAMEPAD_PLAYER1))
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{
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const unsigned char *buttons;
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int buttonsCount;
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glfwPollEvents(); // Register keyboard/mouse events... and window events!
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buttons = glfwGetJoystickButtons(GAMEPAD_PLAYER1, &buttonsCount);
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for (int i = 0; (buttons != NULL) && (buttonsCount < 32) && (i < buttonsCount); i++)
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{
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if (buttons[i] == GLFW_PRESS) currentGamepadState[i] = true;
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else currentGamepadState[i] = false;
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}
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}
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glfwPollEvents(); // Register keyboard/mouse events (callbacks)... and window events!
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#endif
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#if defined(PLATFORM_ANDROID)
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@ -657,6 +657,7 @@ RLAPI int GetKeyPressed(void); // Get latest key
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RLAPI void SetExitKey(int key); // Set a custom key to exit program (default is ESC)
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RLAPI bool IsGamepadAvailable(int gamepad); // Detect if a gamepad is available
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RLAPI const char *GetGamepadName(int gamepad); // Return gamepad internal name id
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RLAPI float GetGamepadAxisMovement(int gamepad, int axis); // Return axis movement value for a gamepad axis
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RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gamepad button has been pressed once
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RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
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