Searched refs:MAX_GAMEPAD_BUTTONS (Results 1 – 4 of 4) sorted by relevance
71 #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) macro
305 #ifndef MAX_GAMEPAD_BUTTONS306 #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) macro461 char currentState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Current gamepad buttons state462 … char previousState[MAX_GAMEPADS][MAX_GAMEPAD_BUTTONS]; // Previous gamepad buttons state3252 …((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && in IsGamepadButtonPressed()3264 …((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && in IsGamepadButtonDown()3275 …((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && in IsGamepadButtonReleased()3287 …((gamepad < MAX_GAMEPADS) && CORE.Input.Gamepad.ready[gamepad] && (button < MAX_GAMEPAD_BUTTONS) && in IsGamepadButtonUp()4769 for (int j = 0; (j < gamepadState.numButtons) && (j < MAX_GAMEPAD_BUTTONS); j++) in PollInputEvents()6214 if (gamepadEvent.number < MAX_GAMEPAD_BUTTONS) in GamepadThread()[all …]
70 target_compile_definitions("raylib" PUBLIC "MAX_GAMEPAD_BUTTONS=32")
29 #define MAX_GAMEPAD_BUTTONS 32 // Max bumber of buttons supported (per gamepad) macro