Use the right enum in the IsGamepadButtonXXX functions
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261168a93c
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1 changed files with 5 additions and 4 deletions
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@ -22,6 +22,7 @@ const Mesh = rl.Mesh;
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const Model = rl.Model;
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const Model = rl.Model;
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const ModelAnimation = rl.ModelAnimation;
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const ModelAnimation = rl.ModelAnimation;
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const MouseButton = rl.MouseButton;
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const MouseButton = rl.MouseButton;
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const GamepadButton = rl.GamepadButton;
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const Music = rl.Music;
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const Music = rl.Music;
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const NPatchInfo = rl.NPatchInfo;
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const NPatchInfo = rl.NPatchInfo;
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const Quaternion = rl.Quaternion;
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const Quaternion = rl.Quaternion;
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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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