{
const char *name;
int bind;
+ int controller;
int value; int prev;
}
{
vg_gamepad_ready = 0;
}
-
/* Update button inputs */
for( int i = 0; i < vg_list_size( vg_button_binds ); i ++ )
{
struct button_binding *binding = vg_button_binds + i;
binding->prev = binding->value;
-
- if( vg_input_mode == k_EInputMode_pc )
- {
- binding->value = get_button_cross_device( binding->bind );
- }
- else
- {
- binding->value = vg_gamepad.buttons[ binding->bind ];
- }
+
+ if( binding->controller )
+ binding->value = vg_gamepad.buttons[ binding->controller ];
+ else
+ binding->value = get_button_cross_device( binding->bind );
}
/* Update axis inputs */