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authorraysan5 <raysan5@gmail.com>2019-04-28 18:23:21 +0200
committerraysan5 <raysan5@gmail.com>2019-04-28 18:23:21 +0200
commit100c82e369c3b40c2aafe4c1faddd6ee7d37ba6a (patch)
tree7b580e25c811b854269af2547a5dda308bf342a6 /src
parentfc6186a6323029d24ae37b9838fbb509b5aa01f9 (diff)
downloadraylib-100c82e369c3b40c2aafe4c1faddd6ee7d37ba6a.tar.gz
raylib-100c82e369c3b40c2aafe4c1faddd6ee7d37ba6a.zip
Review formatting to follow raylib style
Diffstat (limited to 'src')
-rw-r--r--src/core.c114
-rw-r--r--src/raylib.h19
2 files changed, 68 insertions, 65 deletions
diff --git a/src/core.c b/src/core.c
index 8bff8245..f2978d77 100644
--- a/src/core.c
+++ b/src/core.c
@@ -445,6 +445,8 @@ static void Wait(float ms); // Wait for some millise
static bool GetKeyStatus(int key); // Returns if a key has been pressed
static bool GetMouseButtonStatus(int button); // Returns if a mouse button has been pressed
+static int GetGamepadButton(int button); // Get gamepad button generic to all platforms
+static int GetGamepadAxis(int axis); // Get gamepad axis generic to all platforms
static void PollInputEvents(void); // Register user events
static void LogoAnimation(void); // Plays raylib logo appearing animation
@@ -3081,95 +3083,97 @@ static bool GetMouseButtonStatus(int button)
#endif
}
-static GamepadButton GetGamepadButton(int button)
+// Get gamepad button generic to all platforms
+static int GetGamepadButton(int button)
{
- GamepadButton b = GAMEPAD_BUTTON_UNKNOWN;
+ int btn = GAMEPAD_BUTTON_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
switch (button)
{
- case GLFW_GAMEPAD_BUTTON_Y: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case GLFW_GAMEPAD_BUTTON_B: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case GLFW_GAMEPAD_BUTTON_A: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case GLFW_GAMEPAD_BUTTON_X: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_Y: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_B: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_A: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_X: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
- case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_LEFT_BUMPER: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
- case GLFW_GAMEPAD_BUTTON_BACK: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case GLFW_GAMEPAD_BUTTON_GUIDE: b = GAMEPAD_BUTTON_MIDDLE; break;
- case GLFW_GAMEPAD_BUTTON_START: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_BACK: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_GUIDE: btn = GAMEPAD_BUTTON_MIDDLE; break;
+ case GLFW_GAMEPAD_BUTTON_START: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_UP: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_UP: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_RIGHT: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_DOWN: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case GLFW_GAMEPAD_BUTTON_DPAD_LEFT: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
- case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_LEFT_THUMB: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case GLFW_GAMEPAD_BUTTON_RIGHT_THUMB: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
}
#endif
#if defined(PLATFORM_UWP)
- b = button; // UWP will provide the correct button
+ btn = button; // UWP will provide the correct button
#endif
#if defined(PLATFORM_WEB)
- // https://www.w3.org/TR/gamepad/#gamepad-interface
+ // Gamepad Buttons reference: https://www.w3.org/TR/gamepad/#gamepad-interface
switch (button)
{
- case 0: b = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
- case 1: b = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
- case 2: b = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
- case 3: b = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
- case 4: b = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
- case 5: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
- case 6: b = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
- case 7: b = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
- case 8: b = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
- case 9: b = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
- case 10: b = GAMEPAD_BUTTON_LEFT_THUMB; break;
- case 11: b = GAMEPAD_BUTTON_RIGHT_THUMB; break;
- case 12: b = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
- case 13: b = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
- case 14: b = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
- case 15: b = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
+ case 0: btn = GAMEPAD_BUTTON_RIGHT_FACE_DOWN; break;
+ case 1: btn = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
+ case 2: btn = GAMEPAD_BUTTON_RIGHT_FACE_LEFT; break;
+ case 3: btn = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
+ case 4: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_1; break;
+ case 5: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_1; break;
+ case 6: btn = GAMEPAD_BUTTON_LEFT_TRIGGER_2; break;
+ case 7: btn = GAMEPAD_BUTTON_RIGHT_TRIGGER_2; break;
+ case 8: btn = GAMEPAD_BUTTON_MIDDLE_LEFT; break;
+ case 9: btn = GAMEPAD_BUTTON_MIDDLE_RIGHT; break;
+ case 10: btn = GAMEPAD_BUTTON_LEFT_THUMB; break;
+ case 11: btn = GAMEPAD_BUTTON_RIGHT_THUMB; break;
+ case 12: btn = GAMEPAD_BUTTON_LEFT_FACE_UP; break;
+ case 13: btn = GAMEPAD_BUTTON_LEFT_FACE_DOWN; break;
+ case 14: btn = GAMEPAD_BUTTON_LEFT_FACE_LEFT; break;
+ case 15: btn = GAMEPAD_BUTTON_LEFT_FACE_RIGHT; break;
}
#endif
- return b;
+ return btn;
}
-static GamepadAxis GetGamepadAxis(int axis)
+// Get gamepad axis generic to all platforms
+static int GetGamepadAxis(int axis)
{
- GamepadAxis a = GAMEPAD_AXIS_UNKNOWN;
+ int axs = GAMEPAD_AXIS_UNKNOWN;
#if defined(PLATFORM_DESKTOP)
- switch(axis)
+ switch (axis)
{
- case GLFW_GAMEPAD_AXIS_LEFT_X: a = GAMEPAD_AXIS_LEFT_X; break;
- case GLFW_GAMEPAD_AXIS_LEFT_Y: a = GAMEPAD_AXIS_LEFT_Y; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_X: a = GAMEPAD_AXIS_RIGHT_X; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_Y: a = GAMEPAD_AXIS_RIGHT_Y; break;
- case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: a = GAMEPAD_AXIS_LEFT_TRIGGER; break;
- case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: a = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_X: axs = GAMEPAD_AXIS_LEFT_X; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_Y: axs = GAMEPAD_AXIS_LEFT_Y; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_X: axs = GAMEPAD_AXIS_RIGHT_X; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_Y: axs = GAMEPAD_AXIS_RIGHT_Y; break;
+ case GLFW_GAMEPAD_AXIS_LEFT_TRIGGER: axs = GAMEPAD_AXIS_LEFT_TRIGGER; break;
+ case GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER: axs = GAMEPAD_AXIS_RIGHT_TRIGGER; break;
}
#endif
#if defined(PLATFORM_UWP)
- a = axis; // UWP will provide the correct axis
+ axs = axis; // UWP will provide the correct axis
#endif
#if defined(PLATFORM_WEB)
- // https://www.w3.org/TR/gamepad/#gamepad-interface
- switch(axis)
+ // Gamepad axis reference:https://www.w3.org/TR/gamepad/#gamepad-interface
+ switch (axis)
{
- case 0: a = GAMEPAD_AXIS_LEFT_X;
- case 1: a = GAMEPAD_AXIS_LEFT_Y;
- case 2: a = GAMEPAD_AXIS_RIGHT_X;
- case 3: a = GAMEPAD_AXIS_RIGHT_X;
+ case 0: axs = GAMEPAD_AXIS_LEFT_X;
+ case 1: axs = GAMEPAD_AXIS_LEFT_Y;
+ case 2: axs = GAMEPAD_AXIS_RIGHT_X;
+ case 3: axs = GAMEPAD_AXIS_RIGHT_X;
}
#endif
- return a;
+ return axs;
}
// Poll (store) all input events
@@ -3429,7 +3433,7 @@ static void PollInputEvents(void)
for (int k = 0; (axes != NULL) && (k < GLFW_GAMEPAD_AXIS_LAST + 1) && (k < MAX_GAMEPAD_AXIS); k++)
{
- const GamepadAxis axis = GetGamepadAxis(k);
+ const int axis = GetGamepadAxis(k);
gamepadAxisState[i][axis] = axes[k];
}
@@ -3485,7 +3489,7 @@ static void PollInputEvents(void)
// Register axis data for every connected gamepad
for (int j = 0; (j < gamepadState.numAxes) && (j < MAX_GAMEPAD_AXIS); j++)
{
- const GamepadAxis axis = GetGamepadAxis(j);
+ const int axis = GetGamepadAxis(j);
gamepadAxisState[i][axis] = gamepadState.axis[j];
}
diff --git a/src/raylib.h b/src/raylib.h
index dfbebf90..3bd64b3b 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -620,12 +620,12 @@ typedef enum {
} GamepadNumber;
// Gamepad Buttons
-typedef enum
-{
+typedef enum {
// This is here just for error checking
GAMEPAD_BUTTON_UNKNOWN = 0,
- // This is normally ABXY/Circle, Triangle, Square, Cross. No support for 6 button controllers though..
+ // This is normally [A,B,X,Y]/[Circle,Triangle,Square,Cross]
+ // No support for 6 button controllers though..
GAMEPAD_BUTTON_LEFT_FACE_UP,
GAMEPAD_BUTTON_LEFT_FACE_RIGHT,
GAMEPAD_BUTTON_LEFT_FACE_DOWN,
@@ -644,17 +644,16 @@ typedef enum
GAMEPAD_BUTTON_RIGHT_TRIGGER_2,
// These are buttons in the center of the gamepad
- GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
- GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
- GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
+ GAMEPAD_BUTTON_MIDDLE_LEFT, //PS3 Select
+ GAMEPAD_BUTTON_MIDDLE, //PS Button/XBOX Button
+ GAMEPAD_BUTTON_MIDDLE_RIGHT, //PS3 Start
// These are the joystick press in buttons
GAMEPAD_BUTTON_LEFT_THUMB,
GAMEPAD_BUTTON_RIGHT_THUMB
} GamepadButton;
-typedef enum
-{
+typedef enum {
// This is here just for error checking
GAMEPAD_AXIS_UNKNOWN = 0,
@@ -667,8 +666,8 @@ typedef enum
GAMEPAD_AXIS_RIGHT_Y,
// Pressure levels for the back triggers
- GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
- GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
+ GAMEPAD_AXIS_LEFT_TRIGGER, // [1..-1] (pressure-level)
+ GAMEPAD_AXIS_RIGHT_TRIGGER // [1..-1] (pressure-level)
} GamepadAxis;
// Shader location point type