update
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@@ -65,10 +65,14 @@ internal void gameUpdateAndRender(GameMemory *memory, GameOffscreenBuffer *video
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state->blueOffset += (int)(4.0f*controllerInput->stickAvgY);
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state->blueOffset += (int)(4.0f*controllerInput->stickAvgY);
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} else {
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} else {
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if (controllerInput->stickRight.endedDown) {
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if (controllerInput->stickRight.endedDown) {
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state->toneHz = 440 + 128;
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state->greenOffset -= 4;
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state->greenOffset -= 4;
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} else if (controllerInput->stickLeft.endedDown) {
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} else if (controllerInput->stickLeft.endedDown) {
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state->toneHz = 440 - 128;
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state->greenOffset += 4;
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state->greenOffset += 4;
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}
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} else {
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state->toneHz = 440;
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}
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if (controllerInput->stickUp.endedDown) {
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if (controllerInput->stickUp.endedDown) {
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state->blueOffset += 4;
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state->blueOffset += 4;
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} else if (controllerInput->stickDown.endedDown) {
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} else if (controllerInput->stickDown.endedDown) {
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@@ -432,9 +432,9 @@ int APIENTRY WinMain(HINSTANCE instance, HINSTANCE prevInstance, PSTR commandLin
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win32ProcessPendingMessages(newKeyboardController);
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win32ProcessPendingMessages(newKeyboardController);
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XINPUT_STATE controllerState;
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XINPUT_STATE controllerState;
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int maxControllerCount = 1 + XUSER_MAX_COUNT;
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int maxControllerCount = XUSER_MAX_COUNT;
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if (maxControllerCount > ArrayCount(newInput->controllers)) {
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if (maxControllerCount > ArrayCount(newInput->controllers) - 1) {
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maxControllerCount = ArrayCount(newInput->controllers);
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maxControllerCount = ArrayCount(newInput->controllers) - 1;
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}
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}
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for (DWORD controllerIndex = 0; controllerIndex < XUSER_MAX_COUNT; controllerIndex++) {
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for (DWORD controllerIndex = 0; controllerIndex < XUSER_MAX_COUNT; controllerIndex++) {
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