This commit is contained in:
Ray 2024-10-23 23:28:08 +02:00
commit de6487b177
8 changed files with 203 additions and 126 deletions

View File

@ -5,7 +5,7 @@ Hello contributors! Welcome to raylib!
Do you enjoy raylib and want to contribute? Nice! You can help with the following points:
- `C programming` - Can you write/review/test/improve the code?
- `Documentation/Tutorials/Example` - Can you write some tutorial/example?
- `Documentation/Tutorials/Example` - Can you write some tutorials/examples?
- `Porting to other platforms` - Can you port/adapt/compile raylib on other systems?
- `Web Development` - Can you help [with the website](https://github.com/raysan5/raylib.com)?
- `Testing` - Can you find some bugs in raylib?

View File

@ -20,9 +20,9 @@
#include "raylib.h"
// NOTE: Gamepad name ID depends on drivers and OS
#define XBOX360_LEGACY_NAME_ID "Xbox Controller"
#define XBOX360_NAME_ID "Xbox 360 Controller"
#define PS3_NAME_ID "Sony PLAYSTATION(R)3 Controller"
#define XBOX_ALIAS_1 "xbox"
#define XBOX_ALIAS_2 "x-box"
#define PS_ALIAS "playstation"
//------------------------------------------------------------------------------------
// Program main entry point
@ -41,6 +41,14 @@ int main(void)
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
// Set axis deadzones
const float leftStickDeadzoneX = 0.1f;
const float leftStickDeadzoneY = 0.1f;
const float rightStickDeadzoneX = 0.1f;
const float rightStickDeadzoneY = 0.1f;
const float leftTriggerDeadzone = -0.9f;
const float rightTriggerDeadzone = -0.9f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -67,7 +75,23 @@ int main(void)
{
DrawText(TextFormat("GP%d: %s", gamepad, GetGamepadName(gamepad)), 10, 10, 10, BLACK);
if (TextIsEqual(GetGamepadName(gamepad), XBOX360_LEGACY_NAME_ID) || TextIsEqual(GetGamepadName(gamepad), XBOX360_NAME_ID))
// Get axis values
float leftStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X);
float leftStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y);
float rightStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X);
float rightStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y);
float leftTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER);
float rightTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER);
// Calculate deadzones
if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX) leftStickX = 0.0f;
if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY) leftStickY = 0.0f;
if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX) rightStickX = 0.0f;
if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY) rightStickY = 0.0f;
if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f;
if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f;
if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1 || TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1)
{
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
@ -95,32 +119,31 @@ int main(void)
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);
// Draw axis: left joystick
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
DrawCircle(259, 152, 39, BLACK);
DrawCircle(259, 152, 34, LIGHTGRAY);
DrawCircle(259 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X)*20),
152 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y)*20), 25, leftGamepadColor);
DrawCircle(259 + (int)(leftStickX*20),
152 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(461, 237, 38, BLACK);
DrawCircle(461, 237, 33, LIGHTGRAY);
DrawCircle(461 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X)*20),
237 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y)*20), 25, rightGamepadColor);
DrawCircle(461 + (int)(rightStickX*20),
237 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(170, 30, 15, 70, GRAY);
DrawRectangle(604, 30, 15, 70, GRAY);
DrawRectangle(170, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER))/2)*70), RED);
DrawRectangle(604, 30, 15, (int)(((1 + GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER))/2)*70), RED);
DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger)/2)*70), RED);
DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger)/2)*70), RED);
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
}
else if (TextIsEqual(GetGamepadName(gamepad), PS3_NAME_ID))
else if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS) > -1)
{
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
@ -150,30 +173,85 @@ int main(void)
// Draw axis: left joystick
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
DrawCircle(319, 255, 35, leftGamepadColor);
DrawCircle(319, 255, 35, BLACK);
DrawCircle(319, 255, 31, LIGHTGRAY);
DrawCircle(319 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X) * 20),
255 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y) * 20), 25, leftGamepadColor);
DrawCircle(319 + (int)(leftStickX*20),
255 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(475, 255, 35, BLACK);
DrawCircle(475, 255, 31, LIGHTGRAY);
DrawCircle(475 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X) * 20),
255 + (int)(GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y) * 20), 25, rightGamepadColor);
DrawCircle(475 + (int)(rightStickX*20),
255 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(169, 48, 15, 70, GRAY);
DrawRectangle(611, 48, 15, 70, GRAY);
DrawRectangle(169, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)) / 2) * 70), RED);
DrawRectangle(611, 48, 15, (int)(((1 - GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)) / 2) * 70), RED);
DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger)/2)*70), RED);
DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger)/2)*70), RED);
}
else
{
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, GRAY);
// TODO: Draw generic gamepad
// Draw background: generic
DrawRectangleRounded((Rectangle){ 175, 110, 460, 220}, 0.3f, 0.0f, DARKGRAY);
// Draw buttons: basic
DrawCircle(365, 170, 12, RAYWHITE);
DrawCircle(405, 170, 12, RAYWHITE);
DrawCircle(445, 170, 12, RAYWHITE);
DrawCircle(516, 191, 17, RAYWHITE);
DrawCircle(551, 227, 17, RAYWHITE);
DrawCircle(587, 191, 17, RAYWHITE);
DrawCircle(551, 155, 17, RAYWHITE);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(365, 170, 10, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(405, 170, 10, GREEN);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(445, 170, 10, BLUE);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(516, 191, 15, GOLD);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(551, 227, 15, BLUE);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(587, 191, 15, GREEN);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(551, 155, 15, RED);
// Draw buttons: d-pad
DrawRectangle(245, 145, 28, 88, RAYWHITE);
DrawRectangle(215, 174, 88, 29, RAYWHITE);
DrawRectangle(247, 147, 24, 84, BLACK);
DrawRectangle(217, 176, 84, 25, BLACK);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(247, 147, 24, 29, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(247, 147 + 54, 24, 30, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(217, 176, 30, 25, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(217 + 54, 176, 30, 25, RED);
// Draw buttons: left-right back
DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 0.0f, DARKGRAY);
DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 0.0f, DARKGRAY);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 0.0f, RED);
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 0.0f, RED);
// Draw axis: left joystick
Color leftGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
DrawCircle(345, 260, 40, BLACK);
DrawCircle(345, 260, 35, LIGHTGRAY);
DrawCircle(345 + (int)(leftStickX*20),
260 + (int)(leftStickY*20), 25, leftGamepadColor);
// Draw axis: right joystick
Color rightGamepadColor = BLACK;
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
DrawCircle(465, 260, 40, BLACK);
DrawCircle(465, 260, 35, LIGHTGRAY);
DrawCircle(465 + (int)(rightStickX*20),
260 + (int)(rightStickY*20), 25, rightGamepadColor);
// Draw axis: left-right triggers
DrawRectangle(151, 110, 15, 70, GRAY);
DrawRectangle(644, 110, 15, 70, GRAY);
DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger)/2)*70), RED);
DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger)/2)*70), RED);
}
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(0)), 10, 50, 10, MAROON);

View File

@ -6662,6 +6662,29 @@
}
]
},
{
"name": "CheckCollisionCircleLine",
"description": "Check if circle collides with a line created betweeen two points [p1] and [p2]",
"returnType": "bool",
"params": [
{
"type": "Vector2",
"name": "center"
},
{
"type": "float",
"name": "radius"
},
{
"type": "Vector2",
"name": "p1"
},
{
"type": "Vector2",
"name": "p2"
}
]
},
{
"name": "CheckCollisionPointRec",
"description": "Check if point is inside rectangle",
@ -6719,6 +6742,29 @@
}
]
},
{
"name": "CheckCollisionPointLine",
"description": "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
"returnType": "bool",
"params": [
{
"type": "Vector2",
"name": "point"
},
{
"type": "Vector2",
"name": "p1"
},
{
"type": "Vector2",
"name": "p2"
},
{
"type": "int",
"name": "threshold"
}
]
},
{
"name": "CheckCollisionPointPoly",
"description": "Check if point is within a polygon described by array of vertices",
@ -6765,52 +6811,6 @@
}
]
},
{
"name": "CheckCollisionPointLine",
"description": "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
"returnType": "bool",
"params": [
{
"type": "Vector2",
"name": "point"
},
{
"type": "Vector2",
"name": "p1"
},
{
"type": "Vector2",
"name": "p2"
},
{
"type": "int",
"name": "threshold"
}
]
},
{
"name": "CheckCollisionCircleLine",
"description": "Check if circle collides with a line created betweeen two points [p1] and [p2]",
"returnType": "bool",
"params": [
{
"type": "Vector2",
"name": "center"
},
{
"type": "float",
"name": "radius"
},
{
"type": "Vector2",
"name": "p1"
},
{
"type": "Vector2",
"name": "p2"
}
]
},
{
"name": "GetCollisionRec",
"description": "Get collision rectangle for two rectangles collision",

View File

@ -5264,6 +5264,17 @@ return {
{type = "Rectangle", name = "rec"}
}
},
{
name = "CheckCollisionCircleLine",
description = "Check if circle collides with a line created betweeen two points [p1] and [p2]",
returnType = "bool",
params = {
{type = "Vector2", name = "center"},
{type = "float", name = "radius"},
{type = "Vector2", name = "p1"},
{type = "Vector2", name = "p2"}
}
},
{
name = "CheckCollisionPointRec",
description = "Check if point is inside rectangle",
@ -5294,6 +5305,17 @@ return {
{type = "Vector2", name = "p3"}
}
},
{
name = "CheckCollisionPointLine",
description = "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
returnType = "bool",
params = {
{type = "Vector2", name = "point"},
{type = "Vector2", name = "p1"},
{type = "Vector2", name = "p2"},
{type = "int", name = "threshold"}
}
},
{
name = "CheckCollisionPointPoly",
description = "Check if point is within a polygon described by array of vertices",
@ -5316,28 +5338,6 @@ return {
{type = "Vector2 *", name = "collisionPoint"}
}
},
{
name = "CheckCollisionPointLine",
description = "Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]",
returnType = "bool",
params = {
{type = "Vector2", name = "point"},
{type = "Vector2", name = "p1"},
{type = "Vector2", name = "p2"},
{type = "int", name = "threshold"}
}
},
{
name = "CheckCollisionCircleLine",
description = "Check if circle collides with a line created betweeen two points [p1] and [p2]",
returnType = "bool",
params = {
{type = "Vector2", name = "center"},
{type = "float", name = "radius"},
{type = "Vector2", name = "p1"},
{type = "Vector2", name = "p2"}
}
},
{
name = "GetCollisionRec",
description = "Get collision rectangle for two rectangles collision",

View File

@ -2577,20 +2577,28 @@ Function 265: CheckCollisionCircleRec() (3 input parameters)
Param[1]: center (type: Vector2)
Param[2]: radius (type: float)
Param[3]: rec (type: Rectangle)
Function 266: CheckCollisionPointRec() (2 input parameters)
Function 266: CheckCollisionCircleLine() (4 input parameters)
Name: CheckCollisionCircleLine
Return type: bool
Description: Check if circle collides with a line created betweeen two points [p1] and [p2]
Param[1]: center (type: Vector2)
Param[2]: radius (type: float)
Param[3]: p1 (type: Vector2)
Param[4]: p2 (type: Vector2)
Function 267: CheckCollisionPointRec() (2 input parameters)
Name: CheckCollisionPointRec
Return type: bool
Description: Check if point is inside rectangle
Param[1]: point (type: Vector2)
Param[2]: rec (type: Rectangle)
Function 267: CheckCollisionPointCircle() (3 input parameters)
Function 268: CheckCollisionPointCircle() (3 input parameters)
Name: CheckCollisionPointCircle
Return type: bool
Description: Check if point is inside circle
Param[1]: point (type: Vector2)
Param[2]: center (type: Vector2)
Param[3]: radius (type: float)
Function 268: CheckCollisionPointTriangle() (4 input parameters)
Function 269: CheckCollisionPointTriangle() (4 input parameters)
Name: CheckCollisionPointTriangle
Return type: bool
Description: Check if point is inside a triangle
@ -2598,14 +2606,22 @@ Function 268: CheckCollisionPointTriangle() (4 input parameters)
Param[2]: p1 (type: Vector2)
Param[3]: p2 (type: Vector2)
Param[4]: p3 (type: Vector2)
Function 269: CheckCollisionPointPoly() (3 input parameters)
Function 270: CheckCollisionPointLine() (4 input parameters)
Name: CheckCollisionPointLine
Return type: bool
Description: Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
Param[1]: point (type: Vector2)
Param[2]: p1 (type: Vector2)
Param[3]: p2 (type: Vector2)
Param[4]: threshold (type: int)
Function 271: CheckCollisionPointPoly() (3 input parameters)
Name: CheckCollisionPointPoly
Return type: bool
Description: Check if point is within a polygon described by array of vertices
Param[1]: point (type: Vector2)
Param[2]: points (type: const Vector2 *)
Param[3]: pointCount (type: int)
Function 270: CheckCollisionLines() (5 input parameters)
Function 272: CheckCollisionLines() (5 input parameters)
Name: CheckCollisionLines
Return type: bool
Description: Check the collision between two lines defined by two points each, returns collision point by reference
@ -2614,22 +2630,6 @@ Function 270: CheckCollisionLines() (5 input parameters)
Param[3]: startPos2 (type: Vector2)
Param[4]: endPos2 (type: Vector2)
Param[5]: collisionPoint (type: Vector2 *)
Function 271: CheckCollisionPointLine() (4 input parameters)
Name: CheckCollisionPointLine
Return type: bool
Description: Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
Param[1]: point (type: Vector2)
Param[2]: p1 (type: Vector2)
Param[3]: p2 (type: Vector2)
Param[4]: threshold (type: int)
Function 272: CheckCollisionCircleLine() (4 input parameters)
Name: CheckCollisionCircleLine
Return type: bool
Description: Check if circle collides with a line created betweeen two points [p1] and [p2]
Param[1]: center (type: Vector2)
Param[2]: radius (type: float)
Param[3]: p1 (type: Vector2)
Param[4]: p2 (type: Vector2)
Function 273: GetCollisionRec() (2 input parameters)
Name: GetCollisionRec
Return type: Rectangle

View File

@ -1659,6 +1659,12 @@
<Param type="float" name="radius" desc="" />
<Param type="Rectangle" name="rec" desc="" />
</Function>
<Function name="CheckCollisionCircleLine" retType="bool" paramCount="4" desc="Check if circle collides with a line created betweeen two points [p1] and [p2]">
<Param type="Vector2" name="center" desc="" />
<Param type="float" name="radius" desc="" />
<Param type="Vector2" name="p1" desc="" />
<Param type="Vector2" name="p2" desc="" />
</Function>
<Function name="CheckCollisionPointRec" retType="bool" paramCount="2" desc="Check if point is inside rectangle">
<Param type="Vector2" name="point" desc="" />
<Param type="Rectangle" name="rec" desc="" />
@ -1674,6 +1680,12 @@
<Param type="Vector2" name="p2" desc="" />
<Param type="Vector2" name="p3" desc="" />
</Function>
<Function name="CheckCollisionPointLine" retType="bool" paramCount="4" desc="Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]">
<Param type="Vector2" name="point" desc="" />
<Param type="Vector2" name="p1" desc="" />
<Param type="Vector2" name="p2" desc="" />
<Param type="int" name="threshold" desc="" />
</Function>
<Function name="CheckCollisionPointPoly" retType="bool" paramCount="3" desc="Check if point is within a polygon described by array of vertices">
<Param type="Vector2" name="point" desc="" />
<Param type="const Vector2 *" name="points" desc="" />
@ -1686,18 +1698,6 @@
<Param type="Vector2" name="endPos2" desc="" />
<Param type="Vector2 *" name="collisionPoint" desc="" />
</Function>
<Function name="CheckCollisionPointLine" retType="bool" paramCount="4" desc="Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]">
<Param type="Vector2" name="point" desc="" />
<Param type="Vector2" name="p1" desc="" />
<Param type="Vector2" name="p2" desc="" />
<Param type="int" name="threshold" desc="" />
</Function>
<Function name="CheckCollisionCircleLine" retType="bool" paramCount="4" desc="Check if circle collides with a line created betweeen two points [p1] and [p2]">
<Param type="Vector2" name="center" desc="" />
<Param type="float" name="radius" desc="" />
<Param type="Vector2" name="p1" desc="" />
<Param type="Vector2" name="p2" desc="" />
</Function>
<Function name="GetCollisionRec" retType="Rectangle" paramCount="2" desc="Get collision rectangle for two rectangles collision">
<Param type="Rectangle" name="rec1" desc="" />
<Param type="Rectangle" name="rec2" desc="" />

View File

@ -3295,8 +3295,7 @@ float GetGamepadAxisMovement(int gamepad, int axis)
if ((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (axis < MAX_GAMEPAD_AXIS)) {
float movement = value < 0.0f ? CORE.Input.Gamepad.axisState[gamepad][axis] : fabsf(CORE.Input.Gamepad.axisState[gamepad][axis]);
// 0.1f = GAMEPAD_AXIS_MINIMUM_DRIFT/DELTA
if (movement > value + 0.1f) value = CORE.Input.Gamepad.axisState[gamepad][axis];
if (movement > value) value = CORE.Input.Gamepad.axisState[gamepad][axis];
}
return value;

View File

@ -1650,7 +1650,7 @@ void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color
prevNormal = normal;
}
#else // !SUPPORT_SPLINE_MITTERS
#else // !SUPPORT_SPLINE_MITERS
Vector2 delta = { 0 };
float length = 0.0f;