Implemented GetGamepadName() for emscripten (#1986)
* implemented GetGamepadName for emscripten * updated gamepad to use existing name as arary * removed unnecessary platform_web check
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17
src/core.c
17
src/core.c
@ -456,10 +456,10 @@ typedef struct CoreData {
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char currentButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state
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char previousButtonState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state
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float axisState[MAX_GAMEPADS][MAX_GAMEPAD_AXIS]; // Gamepad axis state
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM) || defined(PLATFORM_WEB)
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pthread_t threadId; // Gamepad reading thread id
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int streamId[MAX_GAMEPADS]; // Gamepad device file descriptor
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char name[64]; // Gamepad name holder
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char name[MAX_GAMEPADS][64]; // Gamepad name holder
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#endif
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} Gamepad;
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} Input;
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@ -3273,8 +3273,11 @@ const char *GetGamepadName(int gamepad)
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else return NULL;
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#endif
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#if defined(PLATFORM_RPI) || defined(PLATFORM_DRM)
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if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name);
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return CORE.Input.Gamepad.name;
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if (CORE.Input.Gamepad.ready[gamepad]) ioctl(CORE.Input.Gamepad.streamId[gamepad], JSIOCGNAME(64), &CORE.Input.Gamepad.name[gamepad]);
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return CORE.Input.Gamepad.name[gamepad];
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#endif
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#if defined(PLATFORM_WEB)
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return CORE.Input.Gamepad.name[gamepad];
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#endif
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return NULL;
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}
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@ -5400,7 +5403,11 @@ static EM_BOOL EmscriptenGamepadCallback(int eventType, const EmscriptenGamepadE
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for (int i = 0; i < gamepadEvent->numButtons; ++i) TRACELOGD("Button %d: Digital: %d, Analog: %g", i, gamepadEvent->digitalButton[i], gamepadEvent->analogButton[i]);
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*/
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS)) CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
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if ((gamepadEvent->connected) && (gamepadEvent->index < MAX_GAMEPADS))
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{
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CORE.Input.Gamepad.ready[gamepadEvent->index] = true;
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sprintf(CORE.Input.Gamepad.name[gamepadEvent->index],"%s",gamepadEvent->id);
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}
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else CORE.Input.Gamepad.ready[gamepadEvent->index] = false;
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// TODO: Test gamepadEvent->index
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