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@@ -5,8 +5,8 @@ import "core:log"
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Vec2 :: [2]f32
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-button_color :: proc(button: k2.Gamepad_Button) -> k2.Color {
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- return k2.gamepad_button_is_held(0, button) ? k2.WHITE : k2.GRAY
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+button_color :: proc(button: k2.Gamepad_Button, active := k2.WHITE, inactive := k2.GRAY) -> k2.Color {
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+ return k2.gamepad_button_is_held(0, button) ? active : inactive
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}
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main :: proc() {
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@@ -45,12 +45,12 @@ main :: proc() {
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right_trigger := k2.get_gamepad_axis(0, .Right_Trigger)
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k2.draw_rect_vec({80, 50}, {20, 10}, button_color(.Left_Shoulder))
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- k2.draw_rect_vec({50, 50} + {0, left_trigger * 20}, {20, 10}, k2.WHITE)
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+ k2.draw_rect_vec({50, 50} + {0, left_trigger * 20}, {20, 10}, button_color(.Left_Trigger, k2.WHITE, k2.GRAY))
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k2.draw_rect_vec({420, 50}, {20, 10}, button_color(.Right_Shoulder))
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- k2.draw_rect_vec({450, 50} + {0, right_trigger * 20}, {20, 10}, k2.WHITE)
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- k2.draw_circle({200, 200} + 20 * left_stick, 20, k2.gamepad_button_is_held(0, .Left_Stick_Press) ? k2.RED : k2.WHITE)
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- k2.draw_circle({300, 200} + 20 * right_stick, 20, k2.gamepad_button_is_held(0, .Right_Stick_Press) ? k2.RED : k2.WHITE)
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+ k2.draw_rect_vec({450, 50} + {0, right_trigger * 20}, {20, 10}, button_color(.Right_Trigger, k2.WHITE, k2.GRAY))
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+ k2.draw_circle({200, 200} + 20 * left_stick, 20, button_color(.Left_Stick_Press, k2.WHITE, k2.GRAY))
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+ k2.draw_circle({300, 200} + 20 * right_stick, 20, button_color(.Right_Stick_Press, k2.WHITE, k2.GRAY))
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k2.present()
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free_all(context.temp_allocator)
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