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Added gamepad functions as generic for all platforms
This commit is contained in:
18
src/rcore.c
18
src/rcore.c
@@ -2023,8 +2023,6 @@ void SetExitKey(int key)
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//----------------------------------------------------------------------------------
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// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
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//int GetGamepadAxisCount(int gamepad) **
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//const char *GetGamepadName(int gamepad) **
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//int SetGamepadMappings(const char *mappings)
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// Check if a gamepad is available
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@@ -2038,10 +2036,10 @@ bool IsGamepadAvailable(int gamepad)
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}
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// Get gamepad internal name id
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//const char *GetGamepadName(int gamepad)
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//{
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// return CORE.Input.Gamepad.ready[gamepad];
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//}
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const char *GetGamepadName(int gamepad)
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{
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Check if a gamepad button has been pressed once
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bool IsGamepadButtonPressed(int gamepad, int button)
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@@ -2094,10 +2092,10 @@ int GetGamepadButtonPressed(void)
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}
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// Get gamepad axis count
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//int GetGamepadAxisCount(int gamepad)
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//{
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// return CORE.Input.Gamepad.axisCount;
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//}
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int GetGamepadAxisCount(int gamepad)
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{
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return CORE.Input.Gamepad.axisCount;
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}
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// Get axis movement vector for a gamepad
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float GetGamepadAxisMovement(int gamepad, int axis)
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@@ -635,18 +635,6 @@ void OpenURL(const char *url)
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Get gamepad axis count
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int GetGamepadAxisCount(int gamepad)
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{
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return CORE.Input.Gamepad.axisCount;
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}
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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@@ -1222,18 +1222,6 @@ void OpenURL(const char *url)
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Get gamepad axis count
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int GetGamepadAxisCount(int gamepad)
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{
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return CORE.Input.Gamepad.axisCount;
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}
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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@@ -739,18 +739,6 @@ void OpenURL(const char *url)
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Get gamepad axis count
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int GetGamepadAxisCount(int gamepad)
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{
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return CORE.Input.Gamepad.axisCount;
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}
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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@@ -563,18 +563,6 @@ void OpenURL(const char *url)
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Get gamepad axis count
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int GetGamepadAxisCount(int gamepad)
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{
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return CORE.Input.Gamepad.axisCount;
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}
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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@@ -697,18 +697,6 @@ void OpenURL(const char *url)
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// Module Functions Definition: Inputs
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//----------------------------------------------------------------------------------
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// Get gamepad internal name id
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const char *GetGamepadName(int gamepad)
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{
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return CORE.Input.Gamepad.name[gamepad];
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}
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// Get gamepad axis count
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int GetGamepadAxisCount(int gamepad)
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{
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return CORE.Input.Gamepad.axisCount;
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}
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// Set internal gamepad mappings
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int SetGamepadMappings(const char *mappings)
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{
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