fix gamepad bugs (linux) | add L3 + R3 (gamepad)
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2776510f47
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1 changed files with 54 additions and 80 deletions
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@ -865,6 +865,28 @@ char RSGL_keystrToChar(const char *str)
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return '\0';
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}
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int RGFW_jsConvTable[18] = {
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[RGFW_JS_Y] = GAMEPAD_BUTTON_RIGHT_FACE_UP,
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[RGFW_JS_B] = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT,
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[RGFW_JS_A] = GAMEPAD_BUTTON_RIGHT_FACE_DOWN,
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[RGFW_JS_X] = GAMEPAD_BUTTON_RIGHT_FACE_LEFT,
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[RGFW_JS_L1] = GAMEPAD_BUTTON_LEFT_TRIGGER_1,
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[RGFW_JS_R1] = GAMEPAD_BUTTON_RIGHT_TRIGGER_1,
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[RGFW_JS_L2] = GAMEPAD_BUTTON_LEFT_TRIGGER_2,
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[RGFW_JS_R2] = GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
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[RGFW_JS_SELECT] = GAMEPAD_BUTTON_MIDDLE_LEFT,
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[RGFW_JS_HOME] = GAMEPAD_BUTTON_MIDDLE,
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[RGFW_JS_START] = GAMEPAD_BUTTON_MIDDLE_RIGHT,
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[RGFW_JS_UP] = GAMEPAD_BUTTON_LEFT_FACE_UP,
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[RGFW_JS_RIGHT] = GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
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[RGFW_JS_DOWN] = GAMEPAD_BUTTON_LEFT_FACE_DOWN,
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[RGFW_JS_LEFT] = GAMEPAD_BUTTON_LEFT_FACE_LEFT,
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[RGFW_JS_L3] = GAMEPAD_BUTTON_LEFT_THUMB,
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[RGFW_JS_R3] = GAMEPAD_BUTTON_RIGHT_THUMB,
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};
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// Register all input events
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void PollInputEvents(void)
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{
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@ -1092,32 +1114,7 @@ void PollInputEvents(void)
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} break;
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case RGFW_jsButtonPressed:
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{
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int button = -1;
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switch (event->button)
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{
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case RGFW_JS_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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case RGFW_JS_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case RGFW_JS_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case RGFW_JS_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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case RGFW_JS_L1: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case RGFW_JS_R1: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case RGFW_JS_L2: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
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case RGFW_JS_R2: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
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case RGFW_JS_SELECT: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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case RGFW_JS_HOME: button = GAMEPAD_BUTTON_MIDDLE; break;
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case RGFW_JS_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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case RGFW_JS_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case RGFW_JS_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case RGFW_JS_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case RGFW_JS_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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default: break;
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}
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int button = RGFW_jsConvTable[event->button];
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if (button >= 0)
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{
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@ -1127,36 +1124,10 @@ void PollInputEvents(void)
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} break;
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case RGFW_jsButtonReleased:
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{
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int button = -1;
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switch (event->button)
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{
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case RGFW_JS_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
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case RGFW_JS_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
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case RGFW_JS_A: button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
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case RGFW_JS_X: button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
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int button = RGFW_jsConvTable[event->button];
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case RGFW_JS_L1: button = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
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case RGFW_JS_R1: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
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case RGFW_JS_L2: button = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
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case RGFW_JS_R2: button = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
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case RGFW_JS_SELECT: button = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
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case RGFW_JS_HOME: button = GAMEPAD_BUTTON_MIDDLE; break;
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case RGFW_JS_START: button = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
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case RGFW_JS_UP: button = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
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case RGFW_JS_RIGHT: button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
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case RGFW_JS_DOWN: button = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
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case RGFW_JS_LEFT: button = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
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default: break;
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}
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if (button >= 0)
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{
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CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 0;
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if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
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}
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CORE.Input.Gamepad.currentButtonState[event->joystick][button] = 0;
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if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
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} break;
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case RGFW_jsAxisMove:
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{
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@ -1166,23 +1137,13 @@ void PollInputEvents(void)
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switch(event->whichAxis) {
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case 0:
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{
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#ifndef __linux__
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 100.0f;
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 100.0f;
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#else
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_LEFT_X] = event->axis[0].x / 32767.0f;
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_LEFT_Y] = event->axis[0].y / 32767.0f;
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#endif
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} break;
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case 1:
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{
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#ifndef __linux__
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 100.0f;
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 100.0f;
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#else
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_RIGHT_X] = event->axis[1].x / 32767.0f;
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CORE.Input.Gamepad.axisState[event->joystick][GAMEPAD_AXIS_RIGHT_Y] = event->axis[1].y / 32767.0f;
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#endif
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} break;
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case 2: axis = GAMEPAD_AXIS_LEFT_TRIGGER;
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case 3: { if (axis == -1) axis = GAMEPAD_AXIS_RIGHT_TRIGGER;
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