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More work, UWP now supports it and deleted old gamepads
This commit is contained in:
38
src/core.c
38
src/core.c
@@ -3095,20 +3095,50 @@ static GamepadButton GetGamepadButton(int button)
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case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
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case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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}
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#endif
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#if defined(PLATFORM_UWP)
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/*switch(button)
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{
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case 4: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case 8: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case 16: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case 32: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case 128: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case 256: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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case 512: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case 64: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case 1024: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case 2048: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case 4096: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
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case 8192: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
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case 2: b = GAMEPAD_BUTTON_MIDDLE_LEFT;
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case 1: b = GAMEPAD_BUTTON_MIDDLE_RIGHT;
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}*/
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//Above might not be most efficient, so not doing it for now
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b = button;
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#endif
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#if defined(PLATFORM_WEB)
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//TODO: TEST
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//https://www.w3.org/TR/gamepad/#gamepad-interface
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@@ -3151,6 +3181,10 @@ static GamepadAxis GetGamepadAxis(int axis)
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}
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#endif
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#if defined(PLATFORM_UWP)
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a = axis; //UWP will provide the correct axis
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#endif
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#if defined(PLATFORM_WEB)
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//TODO: TEST
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switch(axis)
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@@ -3347,6 +3381,10 @@ static void PollInputEvents(void)
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{
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if (msg->Int0 < MAX_GAMEPADS && msg->Int1 < MAX_GAMEPAD_AXIS)
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gamepadAxisState[msg->Int0][msg->Int1] = msg->Float0;
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//Register buttons for 2nd triggers
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currentGamepadState[msg->Int0][GAMEPAD_BUTTON_LEFT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_LEFT_TRIGGER] > 0.1);
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currentGamepadState[msg->Int0][GAMEPAD_BUTTON_RIGHT_TRIGGER_2] = (char)(gamepadAxisState[msg->Int0][GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.1);
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break;
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}
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