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Merge pull request #19 from alanoliveira/fix_gamepad_fn
Use the right enum in the IsGamepadButtonXXX functions. Fixes #18
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commit
a5b3846731
@ -52,7 +52,10 @@ def fix_enums(arg_name, arg_type, func_name):
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if arg_name == "key":
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if arg_name == "key":
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arg_type = "KeyboardKey"
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arg_type = "KeyboardKey"
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elif arg_name == "button":
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elif arg_name == "button":
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arg_type = "MouseButton"
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if "Gamepad" in func_name:
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arg_type = "GamepadButton"
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else:
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arg_type = "MouseButton"
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elif arg_name == "mode" and func_name == "SetCameraMode":
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elif arg_name == "mode" and func_name == "SetCameraMode":
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arg_type = "CameraMode"
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arg_type = "CameraMode"
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elif arg_name == "gesture":
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elif arg_name == "gesture":
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@ -9,6 +9,7 @@ const Camera3D = rl.Camera3D;
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const CameraMode = rl.CameraMode;
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const CameraMode = rl.CameraMode;
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const Color = rl.Color;
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const Color = rl.Color;
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const Font = rl.Font;
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const Font = rl.Font;
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const GamepadButton = rl.GamepadButton;
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const Gestures = rl.Gestures;
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const Gestures = rl.Gestures;
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const GlyphInfo = rl.GlyphInfo;
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const GlyphInfo = rl.GlyphInfo;
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const Image = rl.Image;
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const Image = rl.Image;
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@ -192,10 +193,10 @@ pub extern fn GetKeyPressed() c_int;
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pub extern fn GetCharPressed() c_int;
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pub extern fn GetCharPressed() c_int;
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pub extern fn IsGamepadAvailable(gamepad: c_int) bool;
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pub extern fn IsGamepadAvailable(gamepad: c_int) bool;
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pub extern fn GetGamepadName(gamepad: c_int) [*c]const u8;
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pub extern fn GetGamepadName(gamepad: c_int) [*c]const u8;
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pub extern fn IsGamepadButtonPressed(gamepad: c_int, button: MouseButton) bool;
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pub extern fn IsGamepadButtonPressed(gamepad: c_int, button: GamepadButton) bool;
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pub extern fn IsGamepadButtonDown(gamepad: c_int, button: MouseButton) bool;
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pub extern fn IsGamepadButtonDown(gamepad: c_int, button: GamepadButton) bool;
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pub extern fn IsGamepadButtonReleased(gamepad: c_int, button: MouseButton) bool;
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pub extern fn IsGamepadButtonReleased(gamepad: c_int, button: GamepadButton) bool;
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pub extern fn IsGamepadButtonUp(gamepad: c_int, button: MouseButton) bool;
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pub extern fn IsGamepadButtonUp(gamepad: c_int, button: GamepadButton) bool;
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pub extern fn GetGamepadButtonPressed() c_int;
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pub extern fn GetGamepadButtonPressed() c_int;
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pub extern fn GetGamepadAxisCount(gamepad: c_int) c_int;
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pub extern fn GetGamepadAxisCount(gamepad: c_int) c_int;
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pub extern fn GetGamepadAxisMovement(gamepad: c_int, axis: c_int) f32;
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pub extern fn GetGamepadAxisMovement(gamepad: c_int, axis: c_int) f32;
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