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https://github.com/gwm17/glfw.git
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Rewrote joystick test.
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@ -303,6 +303,7 @@ version of GLFW.</p>
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<li>Replaced layout-dependent key codes with single, platform-independent set based on US layout</li>
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<li>Replaced mouse wheel interface with two-dimensional, floating point scrolling interface</li>
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<li>Replaced <code>glfwEnable</code> and <code>glfwDisable</code> with <code>glfwGetInputMode</code> and <code>glfwSetInputMode</code></li>
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<li>Replaced <code>joystick</code> test with graphical version</li>
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<li>Made Unicode character input unaffected by <code>GLFW_KEY_REPEAT</code></li>
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<li>Removed event auto-polling and the <code>GLFW_AUTO_POLL_EVENTS</code> window enable</li>
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<li>Removed the Win32 port .def files</li>
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@ -1,142 +1,216 @@
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/*========================================================================
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* This is a small test application for GLFW.
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* joystick input test.
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*========================================================================*/
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//========================================================================
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// Joystick input test
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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//
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// This test displays the state of every button and axis of every connected
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// joystick and/or gamepad
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//
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//========================================================================
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#include <GL/glfw3.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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#define MAX_AXES 10
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#define MAX_BUTTONS 30
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struct JoystickState
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typedef struct Joystick
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{
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int present;
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int num_axes;
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int num_buttons;
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float axes[MAX_AXES];
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unsigned char buttons[MAX_BUTTONS];
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};
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GLboolean present;
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float* axes;
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unsigned char* buttons;
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int axis_count;
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int button_count;
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} Joystick;
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static struct JoystickState states[GLFW_JOYSTICK_LAST + 1];
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static Joystick joysticks[GLFW_JOYSTICK_LAST - GLFW_JOYSTICK_1 + 1];
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int running;
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int keyrepeat = 0;
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int systemkeys = 1;
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static int joystick_count = 0;
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/*========================================================================
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* Retrieve joystick states
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*========================================================================*/
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static void updateJoysticksState(void)
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static void window_size_callback(GLFWwindow window, int width, int height)
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{
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int joy;
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glViewport(0, 0, width, height);
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}
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for (joy = GLFW_JOYSTICK_1; joy < GLFW_JOYSTICK_LAST + 1; joy++)
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static void draw_joystick(Joystick* j, int x, int y, int width, int height)
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{
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int i;
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int axis_width, axis_height;
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int button_width, button_height;
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axis_width = width / j->axis_count;
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axis_height = 3 * height / 4;
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button_width = width / j->button_count;
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button_height = height / 4;
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for (i = 0; i < j->axis_count; i++)
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{
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printf("Updating information for joystick %d\n", joy);
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states[joy].present = glfwGetJoystickParam(joy, GLFW_PRESENT);
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if (states[joy].present == GL_TRUE)
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float value = j->axes[i] / 2.f + 0.5f;
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glColor3f(0.3f, 0.3f, 0.3f);
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glRecti(x + i * axis_width,
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y,
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x + (i + 1) * axis_width,
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y + axis_height);
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glColor3f(1.f, 1.f, 1.f);
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glRecti(x + i * axis_width,
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y + (int) (value * (axis_height - 5)),
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x + (i + 1) * axis_width,
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y + 5 + (int) (value * (axis_height - 5)));
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}
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for (i = 0; i < j->button_count; i++)
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{
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if (j->buttons[i])
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glColor3f(1.f, 1.f, 1.f);
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else
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glColor3f(0.3f, 0.3f, 0.3f);
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glRecti(x + i * button_width,
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y + axis_height,
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x + (i + 1) * button_width,
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y + axis_height + button_height);
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}
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}
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static void draw_joysticks(void)
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{
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int i, width, height;
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glfwGetWindowSize(glfwGetCurrentContext(), &width, &height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.f, width, height, 0.f, 1.f, -1.f);
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glMatrixMode(GL_MODELVIEW);
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for (i = 0; i < sizeof(joysticks) / sizeof(Joystick); i++)
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{
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Joystick* j = joysticks + i;
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if (j->present)
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{
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states[joy].num_axes = glfwGetJoystickPos(joy, states[joy].axes, MAX_AXES);
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states[joy].num_buttons = glfwGetJoystickButtons(joy, states[joy].buttons, MAX_BUTTONS);
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draw_joystick(j,
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0, i * height / joystick_count,
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width, height / joystick_count);
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}
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}
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}
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/*========================================================================
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* Print out the state of all joysticks on the standard output
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*========================================================================*/
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static void displayJoysticksState(void)
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static void refresh_joysticks(void)
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{
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int joy;
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int i;
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for (joy = GLFW_JOYSTICK_1; joy < GLFW_JOYSTICK_LAST + 1; joy++)
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for (i = 0; i < sizeof(joysticks) / sizeof(Joystick); i++)
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{
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printf("Joystick %d: %s\n", joy, (states[joy].present == GL_TRUE ? "present" : "not connected"));
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Joystick* j = joysticks + i;
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if (states[joy].present == GL_TRUE)
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if (glfwGetJoystickParam(GLFW_JOYSTICK_1 + i, GLFW_PRESENT))
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{
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if (states[joy].num_axes > 0)
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int axis_count, button_count;
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axis_count = glfwGetJoystickParam(GLFW_JOYSTICK_1 + i, GLFW_AXES);
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if (axis_count != j->axis_count)
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{
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printf(" axes: %.3f", states[joy].axes[0]);
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for (i = 1; i < states[joy].num_axes; i++)
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printf(", %.3f", states[joy].axes[i]);
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printf("\n");
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j->axis_count = axis_count;
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j->axes = realloc(j->axes, j->axis_count * sizeof(float));
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}
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else
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printf(" axes: none\n");
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if (states[joy].num_buttons > 0)
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glfwGetJoystickPos(GLFW_JOYSTICK_1 + i, j->axes, j->axis_count);
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button_count = glfwGetJoystickParam(GLFW_JOYSTICK_1 + i, GLFW_BUTTONS);
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if (button_count != j->button_count)
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{
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printf(" buttons: 00 => %c", ((states[joy].buttons[0] == GLFW_PRESS) ? 'P' : 'R'));
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for (i = 1; i < states[joy].num_buttons; i++)
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printf(", %02d => %c", i, ((states[joy].buttons[i] == GLFW_PRESS) ? 'P' : 'R'));
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printf("\n");
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j->button_count = button_count;
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j->buttons = realloc(j->buttons, j->button_count);
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}
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glfwGetJoystickButtons(GLFW_JOYSTICK_1 + i, j->buttons, j->button_count);
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if (!j->present)
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{
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printf("Found joystick %i with %i axes, %i buttons\n",
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i + 1, j->axis_count, j->button_count);
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joystick_count++;
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}
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j->present = GL_TRUE;
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}
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else
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{
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if (j->present)
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{
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free(j->axes);
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free(j->buttons);
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memset(j, 0, sizeof(Joystick));
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printf("Lost joystick %i\n", i + 1);
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joystick_count--;
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}
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else
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printf(" buttons: none\n");
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}
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}
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}
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int main(void)
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{
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double start;
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double t;
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double update;
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GLFWwindow window;
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memset(joysticks, 0, sizeof(joysticks));
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/* Initialise GLFW */
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if (!glfwInit())
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{
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fprintf(stderr, "Failed to initialize GLFW: %s\n", glfwErrorString(glfwGetError()));
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exit(EXIT_FAILURE);
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}
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printf("The program will work for 20 seconds and display every seconds the state of the joysticks\n");
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printf("Your computer is going to be very slow as the program is doing an active loop .....\n");
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start = glfwGetTime();
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update = start;
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/* print the initial state of all joysticks */
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updateJoysticksState();
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printf("\n");
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displayJoysticksState();
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running = GL_TRUE;
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/* Main loop */
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while (running)
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window = glfwOpenWindow(0, 0, GLFW_WINDOWED, "Joystick Test", NULL);
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if (!window)
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{
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/* Get time */
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t = glfwGetTime();
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glfwTerminate();
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/* Display the state of all connected joysticks every secons */
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if ((t - update) > 1.0)
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{
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update = t;
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printf("\n");
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updateJoysticksState();
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printf("\n");
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displayJoysticksState();
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}
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/* Check if the window was closed */
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if ((t - start) > 20.0)
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running = GL_FALSE;
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fprintf(stderr, "Failed to open GLFW window: %s\n", glfwErrorString(glfwGetError()));
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exit(EXIT_FAILURE);
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}
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/* Close OpenGL window and terminate GLFW */
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glfwTerminate();
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glfwSetWindowSizeCallback(window_size_callback);
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glfwSwapInterval(1);
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return 0;
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while (glfwIsWindow(window))
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{
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glClear(GL_COLOR_BUFFER_BIT);
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refresh_joysticks();
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draw_joysticks();
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glfwSwapBuffers();
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glfwPollEvents();
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}
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glfwTerminate();
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exit(EXIT_SUCCESS);
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}
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