[core] Change axisCount to be an array (#3421)

* Update `PLATFORM_DRM` implementation of `GetGamepadAxisCount`

* Update

* Update `PLATFORM_DRM` implementation of `GetGamepadName`

* Add example to test gamepad info functions
Fix typo

* Update new gamepad info example

* Move axis count update out of GamepadThread - race condition

* Remove pointless if statement

* Start integrating stuff from the mikesinput lib

* Add more logging

* Add semicolon

* Add forgotten static

* More fixes

* Update axisCount to be array

* More debugging

* Add forgotten index to ready check

* Add path logging

* Missing parenthesis

* Add missing slash

* Fix axis count being reset to 0

* Fix missing paren

* Test polling joystick button events

* Major updates

* Fix missing array index

* Fix another missing array index

* Update example

* dumb logging

* Wrong constant for ev.code handling

* More dumb logging

* Remove some logging

* Add FPS to gamepad info example and try for max FPS

* tweak

* Revert example

* Add fps back

* Clean up after merge

* Switch axisCount to be an array
This commit is contained in:
MichaelFiber 2023-10-14 16:51:35 -04:00 • committed by GitHub
commit 18bedbd095
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@ -705,7 +705,7 @@ void PollInputEvents(void)
// Reset last gamepad button/axis registered state
CORE.Input.Gamepad.lastButtonPressed = 0; // GAMEPAD_BUTTON_UNKNOWN
CORE.Input.Gamepad.axisCount = 0;
//CORE.Input.Gamepad.axisCount = 0;
// Keyboard/Mouse input polling (automatically managed by GLFW3 through callback)
// Register previous keys states
@ -799,7 +799,7 @@ void PollInputEvents(void)
CORE.Input.Gamepad.axisState[i][j] = gamepadState.axis[j];
}
CORE.Input.Gamepad.axisCount = gamepadState.numAxes;
CORE.Input.Gamepad.axisCount[i] = gamepadState.numAxes;
}
}
}