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Fix core_input_gamepad_info example so all buttons are displayed with…
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…in the window (#4241)
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asdqwe authored Aug 9, 2024
1 parent 13491a4 commit 46cb6af
Showing 1 changed file with 10 additions and 10 deletions.
20 changes: 10 additions & 10 deletions examples/core/core_input_gamepad_info.c
Original file line number Diff line number Diff line change
Expand Up @@ -47,25 +47,25 @@ int main(void)

ClearBackground(RAYWHITE);

for (int i = 0, y = 10; i < 4; i++) // MAX_GAMEPADS = 4
for (int i = 0, y = 5; i < 4; i++) // MAX_GAMEPADS = 4
{
if (IsGamepadAvailable(i))
{
DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
y += 30;
DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
y += 30;
DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 10, BLACK);
y += 11;
DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 10, BLACK);
y += 11;

for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
{
DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
y += 30;
DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 10, BLACK);
y += 11;
}

for (int button = 0; button < 32; button++)
{
DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
y += 30;
DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 10, BLACK);
y += 11;
}
}
}
Expand All @@ -80,4 +80,4 @@ int main(void)
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}
}

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