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Fixed joysticks test segfault.
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@ -35,6 +35,7 @@ guide in the GLFW documentation.
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documentation is built
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- Renamed configuration header to `glfw_config.h` to avoid conflicts
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- Bugfix: The `glfw3.pc` file did not respect the `LIB_SUFFIX` CMake option
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- Bugfix: The `joysticks` test would segfault if a controller had no axes
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- [Win32] Bugfix: Removed joystick axis value negation left over from GLFW 2
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- [Win32] Bugfix: Restoring windows using the Win+D hot key did not trigger the
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focus callback
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@ -64,43 +64,47 @@ static void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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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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const int axis_height = 3 * height / 4;
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const int button_height = height / 4;
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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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if (j->axis_count)
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{
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float value = j->axes[i] / 2.f + 0.5f;
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const int axis_width = width / j->axis_count;
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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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for (i = 0; i < j->axis_count; i++)
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{
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float value = j->axes[i] / 2.f + 0.5f;
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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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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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}
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for (i = 0; i < j->button_count; i++)
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if (j->button_count)
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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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const int button_width = width / j->button_count;
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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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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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}
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