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authorraysan5 <raysan5@gmail.com>2016-10-27 13:41:43 +0200
committerraysan5 <raysan5@gmail.com>2016-10-27 13:41:43 +0200
commit02842a3e2fefe122baaf40da1bcae5548239d570 (patch)
tree977e8428e0048571d21648d7d2755de2ee2f2ca3 /src
parent4ff98f34bbc3233f5eca61dfe07c2336c52918ce (diff)
downloadraylib-02842a3e2fefe122baaf40da1bcae5548239d570.tar.gz
raylib-02842a3e2fefe122baaf40da1bcae5548239d570.zip
Review gamepad inputs
Added funtion: GetGamepadButtonPressed() - This function can be useful for custom gamepad configuration
Diffstat (limited to 'src')
-rw-r--r--src/core.c19
-rw-r--r--src/raylib.h61
2 files changed, 61 insertions, 19 deletions
diff --git a/src/core.c b/src/core.c
index dd005836..8646bf8f 100644
--- a/src/core.c
+++ b/src/core.c
@@ -222,6 +222,7 @@ static char previousKeyState[512] = { 0 }; // Registers previous frame key stat
static char currentKeyState[512] = { 0 }; // Registers current frame key state
static int lastKeyPressed = -1; // Register last key pressed
+static int lastGamepadButtonPressed = -1; // Register last gamepad button pressed
static Vector2 mousePosition; // Mouse position on screen
static Vector2 touchPosition[MAX_TOUCH_POINTS]; // Touch position on screen
@@ -1236,6 +1237,13 @@ bool IsGamepadButtonUp(int gamepad, int button)
return result;
}
+
+// Get the last gamepad button pressed
+int GetGamepadButtonPressed(void)
+{
+ return lastGamepadButtonPressed;
+}
+
#endif //defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI) || defined(PLATFORM_WEB)
@@ -1906,6 +1914,9 @@ static void PollInputEvents(void)
// Reset last key pressed registered
lastKeyPressed = -1;
+
+ // Reset last gamepad button pressed registered
+ lastGamepadButtonPressed = -1;
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
// Mouse input polling
@@ -1947,7 +1958,11 @@ static void PollInputEvents(void)
for (int k = 0; (buttons != NULL) && (k < buttonsCount) && (buttonsCount < MAX_GAMEPAD_BUTTONS); k++)
{
- if (buttons[k] == GLFW_PRESS) currentGamepadState[i][k] = 1;
+ if (buttons[k] == GLFW_PRESS)
+ {
+ currentGamepadState[i][k] = 1;
+ lastGamepadButtonPressed = k;
+ }
else currentGamepadState[i][k] = 0;
}
@@ -2801,6 +2816,8 @@ static void *GamepadThread(void *arg)
{
// 1 - button pressed, 0 - button released
currentGamepadState[i][gamepadEvent.number] = (int)gamepadEvent.value;
+
+ if ((int)gamepadEvent.value == 1) lastGamepadButtonPressed = gamepadEvent.number;
}
}
else if (gamepadEvent.type == JS_EVENT_AXIS)
diff --git a/src/raylib.h b/src/raylib.h
index efb9a71c..491923dc 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -192,21 +192,32 @@
#define GAMEPAD_PLAYER3 2
#define GAMEPAD_PLAYER4 3
-// Gamepad Buttons
+// Gamepad Buttons/Axis
-// PS3 USB Controller
-#define GAMEPAD_PS3_BUTTON_A 2
-#define GAMEPAD_PS3_BUTTON_B 1
-#define GAMEPAD_PS3_BUTTON_X 3
-#define GAMEPAD_PS3_BUTTON_Y 4
+// PS3 USB Controller Buttons
+#define GAMEPAD_PS3_BUTTON_TRIANGLE 0
+#define GAMEPAD_PS3_BUTTON_CIRCLE 1
+#define GAMEPAD_PS3_BUTTON_CROSS 2
+#define GAMEPAD_PS3_BUTTON_SQUARE 3
+#define GAMEPAD_PS3_BUTTON_L1 6
#define GAMEPAD_PS3_BUTTON_R1 7
+#define GAMEPAD_PS3_BUTTON_L2 4
#define GAMEPAD_PS3_BUTTON_R2 5
-#define GAMEPAD_PS3_BUTTON_L1 6
-#define GAMEPAD_PS3_BUTTON_L2 8
+#define GAMEPAD_PS3_BUTTON_START 8
#define GAMEPAD_PS3_BUTTON_SELECT 9
-#define GAMEPAD_PS3_BUTTON_START 10
-
-// TODO: Add PS3 d-pad axis
+#define GAMEPAD_PS3_BUTTON_UP 24
+#define GAMEPAD_PS3_BUTTON_RIGHT 25
+#define GAMEPAD_PS3_BUTTON_DOWN 26
+#define GAMEPAD_PS3_BUTTON_LEFT 27
+#define GAMEPAD_PS3_BUTTON_PS 12
+
+// PS3 USB Controller Axis
+#define GAMEPAD_PS3_AXIS_LEFT_X 0
+#define GAMEPAD_PS3_AXIS_LEFT_Y 1
+#define GAMEPAD_PS3_AXIS_RIGHT_X 2
+#define GAMEPAD_PS3_AXIS_RIGHT_Y 5
+#define GAMEPAD_PS3_AXIS_L2 3 // 1.0(not pressed) --> -1.0(completely pressed)
+#define GAMEPAD_PS3_AXIS_R2 4 // 1.0(not pressed) --> -1.0(completely pressed)
// Xbox360 USB Controller Buttons
#define GAMEPAD_XBOX_BUTTON_A 0
@@ -221,22 +232,27 @@
#define GAMEPAD_XBOX_BUTTON_RIGHT 11
#define GAMEPAD_XBOX_BUTTON_DOWN 12
#define GAMEPAD_XBOX_BUTTON_LEFT 13
+#define GAMEPAD_XBOX_BUTTON_HOME 9
+// Xbox360 USB Controller Axis
#define GAMEPAD_XBOX_AXIS_LEFT_X 0
#define GAMEPAD_XBOX_AXIS_LEFT_Y 1
+#define GAMEPAD_XBOX_AXIS_RIGHT_X 2
+#define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
+#define GAMEPAD_XBOX_AXIS_LT 4 // -1.0(not pressed) --> 1.0(completely pressed)
+#define GAMEPAD_XBOX_AXIS_RT 5 // -1.0(not pressed) --> 1.0(completely pressed)
+/*
+// NOTE: For Raspberry Pi, axis must be reconfigured
#if defined(PLATFORM_RPI)
- #define GAMEPAD_XBOX_AXIS_DPAD_X 7
- #define GAMEPAD_XBOX_AXIS_DPAD_Y 6
+ #define GAMEPAD_XBOX_AXIS_LEFT_X 7
+ #define GAMEPAD_XBOX_AXIS_LEFT_Y 6
#define GAMEPAD_XBOX_AXIS_RIGHT_X 3
#define GAMEPAD_XBOX_AXIS_RIGHT_Y 4
#define GAMEPAD_XBOX_AXIS_LT 2
#define GAMEPAD_XBOX_AXIS_RT 5
-#else
- #define GAMEPAD_XBOX_AXIS_RIGHT_X 4
- #define GAMEPAD_XBOX_AXIS_RIGHT_Y 3
- #define GAMEPAD_XBOX_AXIS_LT_RT 2
#endif
+*/
// NOTE: MSC C++ compiler does not support compound literals (C99 feature)
// Plain structures in C++ (without constructors) can be initialized from { } initializers.
@@ -533,6 +549,12 @@ typedef enum {
COMPRESSED_ASTC_8x8_RGBA // 2 bpp
} TextureFormat;
+// Texture parameters: filter mode
+typedef enum { FILTER_POINT = 0, FILTER_BILINEAR, FILTER_TRILINEAR } TextureFilterMode;
+
+// Texture parameters: wrap mode
+typedef enum { WRAP_REPEAT = 0, WRAP_CLAMP, WRAP_MIRROR } TextureWrapMode;
+
// Color blending modes (pre-defined)
typedef enum { BLEND_ALPHA = 0, BLEND_ADDITIVE, BLEND_MULTIPLIED } BlendMode;
@@ -663,6 +685,7 @@ RLAPI bool IsGamepadButtonPressed(int gamepad, int button); // Detect if a gam
RLAPI bool IsGamepadButtonDown(int gamepad, int button); // Detect if a gamepad button is being pressed
RLAPI bool IsGamepadButtonReleased(int gamepad, int button); // Detect if a gamepad button has been released once
RLAPI bool IsGamepadButtonUp(int gamepad, int button); // Detect if a gamepad button is NOT being pressed
+RLAPI int GetGamepadButtonPressed(void); // Get the last gamepad button pressed
#endif
RLAPI bool IsMouseButtonPressed(int button); // Detect if a mouse button has been pressed once
@@ -752,6 +775,7 @@ RLAPI void UnloadTexture(Texture2D texture);
RLAPI void UnloadRenderTexture(RenderTexture2D target); // Unload render texture from GPU memory
RLAPI Color *GetImageData(Image image); // Get pixel data from image as a Color struct array
RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
+RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
RLAPI void ImageToPOT(Image *image, Color fillColor); // Convert image to POT (power-of-two)
RLAPI void ImageFormat(Image *image, int newFormat); // Convert image data to desired format
RLAPI void ImageAlphaMask(Image *image, Image alphaMask); // Apply alpha mask to image
@@ -773,7 +797,8 @@ RLAPI void ImageColorGrayscale(Image *image);
RLAPI void ImageColorContrast(Image *image, float contrast); // Modify image color: contrast (-100 to 100)
RLAPI void ImageColorBrightness(Image *image, int brightness); // Modify image color: brightness (-255 to 255)
RLAPI void GenTextureMipmaps(Texture2D texture); // Generate GPU mipmaps for a texture
-RLAPI void UpdateTexture(Texture2D texture, void *pixels); // Update GPU texture with new data
+RLAPI void SetTextureFilter(Texture2D texture, int filterMode);
+RLAPI void SetTextureWrap(Texture2D texture, int wrapMode);
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2