fix gamepad bugs (linux) | add L3 + R3 (gamepad)

This commit is contained in:
ColleagueRiley 2024-11-23 01:11:53 -05:00
commit 97caf13aaf

View file

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