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REVIEWED: MAX_GAMEPAD_NAME_LENGTH
#4695
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@@ -1652,7 +1652,7 @@ int InitPlatform(void)
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// Retrieve gamepad names
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for (int i = 0; i < MAX_GAMEPADS; i++)
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{
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if (glfwJoystickPresent(i)) strcpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i));
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if (glfwJoystickPresent(i)) strncpy(CORE.Input.Gamepad.name[i], glfwGetJoystickName(i), MAX_GAMEPAD_NAME_LENGTH - 1);
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}
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//----------------------------------------------------------------------------
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@@ -1915,11 +1915,11 @@ static void JoystickCallback(int jid, int event)
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{
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if (event == GLFW_CONNECTED)
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{
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strcpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid));
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strncpy(CORE.Input.Gamepad.name[jid], glfwGetJoystickName(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
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}
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else if (event == GLFW_DISCONNECTED)
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{
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memset(CORE.Input.Gamepad.name[jid], 0, 64);
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memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
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}
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}
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@@ -1670,8 +1670,8 @@ void PollInputEvents(void)
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CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
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CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
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CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
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strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), 63);
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CORE.Input.Gamepad.name[jid][63] = '\0';
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strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
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CORE.Input.Gamepad.name[jid][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
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}
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else
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{
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@@ -1688,7 +1688,7 @@ void PollInputEvents(void)
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SDL_GameControllerClose(platform.gamepad[jid]);
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platform.gamepad[jid] = SDL_GameControllerOpen(0);
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CORE.Input.Gamepad.ready[jid] = false;
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memset(CORE.Input.Gamepad.name[jid], 0, 64);
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memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
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}
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} break;
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case SDL_CONTROLLERBUTTONDOWN:
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@@ -1977,8 +1977,8 @@ int InitPlatform(void)
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CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
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CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
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CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
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strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), 63);
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CORE.Input.Gamepad.name[i][63] = '\0';
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strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
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CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
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}
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else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
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}
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@@ -233,6 +233,9 @@ __declspec(dllimport) unsigned int __stdcall timeEndPeriod(unsigned int uPeriod)
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#ifndef MAX_GAMEPADS
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#define MAX_GAMEPADS 4 // Maximum number of gamepads supported
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#endif
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#ifndef MAX_GAMEPAD_NAME_LENGTH
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#define MAX_GAMEPAD_NAME_LENGTH 128 // Maximum number of characters of gamepad name (byte size)
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#endif
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#ifndef MAX_GAMEPAD_AXIS
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#define MAX_GAMEPAD_AXIS 8 // Maximum number of axis supported (per gamepad)
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#endif
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@@ -352,7 +355,7 @@ typedef struct CoreData {
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int lastButtonPressed; // Register last gamepad button pressed
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int axisCount[MAX_GAMEPADS]; // Register number of available gamepad axis
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bool ready[MAX_GAMEPADS]; // Flag to know if gamepad is ready
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char name[MAX_GAMEPADS][64]; // Gamepad name holder
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char name[MAX_GAMEPADS][MAX_GAMEPAD_NAME_LENGTH]; // Gamepad name holder
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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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