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More work, UWP now supports it and deleted old gamepads
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@ -36,8 +36,8 @@ void App::Update()
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ClearBackground(RAYWHITE);
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posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X) * 5;
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posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y) * -5;
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posX += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_X) * 5;
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posY += GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_AXIS_LEFT_Y) * -5;
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DrawRectangle(posX, posY, 400, 100, RED);
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@ -63,7 +63,7 @@ void App::Update()
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if (IsKeyDown(KEY_LEFT_ALT))
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DrawRectangle(250, 250, 20, 20, BLACK);
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if (IsKeyDown(KEY_BACKSPACE))
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if (IsKeyDown(KEY_BACKSPACE) || IsGamepadButtonDown(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_RIGHT_FACE_DOWN))
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DrawRectangle(280, 250, 20, 20, BLACK);
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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DrawRectangle(280, 250, 20, 20, BLACK);
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@ -371,27 +371,30 @@ protected:
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GamepadReading reading = gamepad->GetCurrentReading();
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// NOTE: Maybe it would be wiser to redefine the gamepad button mappings in "raylib.h" for the UWP platform instead of remapping them manually
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_A, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_B, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_X, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_Y, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LB, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RB, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_SELECT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_START, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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RegisterGamepadButton(i, GAMEPAD_XBOX_BUTTON_HOME, false); // Home button not supported by UWP
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_DOWN, ((reading.Buttons & GamepadButtons::A) == GamepadButtons::A));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::B) == GamepadButtons::B));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_LEFT, ((reading.Buttons & GamepadButtons::X) == GamepadButtons::X));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_FACE_UP, ((reading.Buttons & GamepadButtons::Y) == GamepadButtons::Y));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_TRIGGER_1, ((reading.Buttons & GamepadButtons::LeftShoulder) == GamepadButtons::LeftShoulder));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_RIGHT_TRIGGER_1, ((reading.Buttons & GamepadButtons::RightShoulder) == GamepadButtons::RightShoulder));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_LEFT, ((reading.Buttons & GamepadButtons::View) == GamepadButtons::View)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE_RIGHT, ((reading.Buttons & GamepadButtons::Menu) == GamepadButtons::Menu)); // Changed for XB1 Controller
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_UP, ((reading.Buttons & GamepadButtons::DPadUp) == GamepadButtons::DPadUp));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_RIGHT, ((reading.Buttons & GamepadButtons::DPadRight) == GamepadButtons::DPadRight));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_DOWN, ((reading.Buttons & GamepadButtons::DPadDown) == GamepadButtons::DPadDown));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_LEFT_FACE_LEFT, ((reading.Buttons & GamepadButtons::DPadLeft) == GamepadButtons::DPadLeft));
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RegisterGamepadButton(i, GAMEPAD_BUTTON_MIDDLE, false); // Home button not supported by UWP
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// Get current axis state
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_LT, (float)reading.LeftTrigger);
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RegisterGamepadAxis(i, GAMEPAD_XBOX_AXIS_RT, (float)reading.RightTrigger);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_X, (float)reading.LeftThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_Y, (float)reading.LeftThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_X, (float)reading.RightThumbstickX);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_Y, (float)reading.RightThumbstickY);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_LEFT_TRIGGER, (float)reading.LeftTrigger);
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RegisterGamepadAxis(i, GAMEPAD_AXIS_RIGHT_TRIGGER, (float)reading.RightTrigger);
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}
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}
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}
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@ -166,15 +166,14 @@
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<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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<UseLibraryDependencyInputs>true</UseLibraryDependencyInputs>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="..\..\..\examples\core\core_basic_window.cpp" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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