From ebf2f61425899735c48f70dc5737c2b03a137e80 Mon Sep 17 00:00:00 2001 From: Ray Date: Tue, 30 Dec 2025 22:03:36 +0100 Subject: [PATCH] Delete core_input_keyboard_gamepad_test.c --- .../core/core_input_keyboard_gamepad_test.c | 173 ------------------ 1 file changed, 173 deletions(-) delete mode 100644 examples/core/core_input_keyboard_gamepad_test.c diff --git a/examples/core/core_input_keyboard_gamepad_test.c b/examples/core/core_input_keyboard_gamepad_test.c deleted file mode 100644 index d1f9106f7..000000000 --- a/examples/core/core_input_keyboard_gamepad_test.c +++ /dev/null @@ -1,173 +0,0 @@ -/******************************************************************************************* -* -* raylib [core] example - Keyboard vs Gamepad Input Test -* -* Example complexity rating: [★☆☆☆] 1/4 -* -* This example is a diagnostic tool to verify that keyboard input is not -* incorrectly detected as gamepad input on Android devices. -* -* Issue reference: https://github.com/raysan5/raylib/issues/5387 -* -* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software -* -* Copyright (c) 2025 raylib contributors -* -********************************************************************************************/ - -#include "raylib.h" - -//------------------------------------------------------------------------------------ -// Program main entry point -//------------------------------------------------------------------------------------ -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard vs gamepad test"); - - Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 }; - int lastKeyPressed = 0; - - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) - { - // Update - //---------------------------------------------------------------------------------- - - // Track keyboard input - if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 4.0f; - if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 4.0f; - if (IsKeyDown(KEY_UP)) ballPosition.y -= 4.0f; - if (IsKeyDown(KEY_DOWN)) ballPosition.y += 4.0f; - - // Keep ball on screen - if (ballPosition.x < 25) ballPosition.x = 25; - if (ballPosition.x > screenWidth - 25) ballPosition.x = screenWidth - 25; - if (ballPosition.y < 25) ballPosition.y = 25; - if (ballPosition.y > screenHeight - 25) ballPosition.y = screenHeight - 25; - - // Track last key pressed - int key = GetKeyPressed(); - if (key != 0) lastKeyPressed = key; - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - // Title - DrawText("KEYBOARD vs GAMEPAD INPUT TEST", 180, 10, 20, DARKGRAY); - DrawText("Issue #5387: Keyboard detected as gamepad on some Android devices", 120, 35, 14, GRAY); - - // Divider - DrawLine(0, 60, screenWidth, 60, LIGHTGRAY); - - // Keyboard section - DrawText("KEYBOARD INPUT", 20, 75, 18, DARKBLUE); - DrawRectangle(20, 100, 360, 80, Fade(BLUE, 0.1f)); - - DrawText(TextFormat("Arrow Keys: [%s] [%s] [%s] [%s]", - IsKeyDown(KEY_UP) ? "UP" : "--", - IsKeyDown(KEY_DOWN) ? "DN" : "--", - IsKeyDown(KEY_LEFT) ? "LT" : "--", - IsKeyDown(KEY_RIGHT) ? "RT" : "--"), 30, 110, 16, BLACK); - - DrawText(TextFormat("Last Key Pressed: %d", lastKeyPressed), 30, 135, 16, DARKGRAY); - DrawText(TextFormat("Any Key Down: %s", (IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN) || - IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT)) ? "YES" : "NO"), 30, 155, 16, DARKGRAY); - - // Gamepad section - DrawText("GAMEPAD STATUS", 420, 75, 18, DARKGREEN); - DrawRectangle(420, 100, 360, 80, Fade(GREEN, 0.1f)); - - bool gamepadReady = IsGamepadAvailable(0); - DrawText(TextFormat("Gamepad 0 Available: %s", gamepadReady ? "YES" : "NO"), - 430, 110, 16, gamepadReady ? RED : DARKGREEN); - - if (gamepadReady) - { - DrawText(TextFormat("D-Pad: [%s] [%s] [%s] [%s]", - IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP) ? "UP" : "--", - IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN) ? "DN" : "--", - IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT) ? "LT" : "--", - IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT) ? "RT" : "--"), - 430, 135, 16, RED); - - DrawText(TextFormat("Gamepad Name: %.20s", GetGamepadName(0)), 430, 155, 14, DARKGRAY); - } - else - { - DrawText("No gamepad detected", 430, 135, 16, DARKGREEN); - } - - // Divider - DrawLine(0, 190, screenWidth, 190, LIGHTGRAY); - - // Test result section - DrawText("TEST RESULT", 20, 200, 18, MAROON); - - bool keyboardActive = IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN) || - IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT); - - if (keyboardActive && gamepadReady) - { - // BUG DETECTED: Keyboard is triggering gamepad detection - DrawRectangle(20, 225, 760, 50, Fade(RED, 0.3f)); - DrawText("BUG DETECTED: Keyboard input is being detected as gamepad!", 30, 235, 18, RED); - DrawText("The fix for issue #5387 may not be working correctly.", 30, 258, 14, DARKGRAY); - } - else if (keyboardActive && !gamepadReady) - { - // CORRECT: Keyboard works without triggering gamepad - DrawRectangle(20, 225, 760, 50, Fade(GREEN, 0.3f)); - DrawText("PASS: Keyboard input detected correctly (no phantom gamepad)", 30, 235, 18, DARKGREEN); - DrawText("Issue #5387 fix is working as expected.", 30, 258, 14, DARKGRAY); - } - else if (!keyboardActive && gamepadReady) - { - // Gamepad is connected (might be real or might be bug on idle) - DrawRectangle(20, 225, 760, 50, Fade(ORANGE, 0.3f)); - DrawText("INFO: Gamepad detected - press keyboard keys to test", 30, 235, 18, ORANGE); - DrawText("If gamepad stays active while pressing keyboard = BUG", 30, 258, 14, DARKGRAY); - } - else - { - // Idle state - DrawRectangle(20, 225, 760, 50, Fade(GRAY, 0.1f)); - DrawText("WAITING: Press arrow keys to test keyboard input", 30, 235, 18, GRAY); - DrawText("Gamepad should NOT become available when pressing keyboard keys", 30, 258, 14, DARKGRAY); - } - - // Ball controlled by keyboard - DrawText("Ball Control (Arrow Keys):", 20, 295, 16, DARKGRAY); - DrawCircleV(ballPosition, 25, MAROON); - DrawCircleLines((int)ballPosition.x, (int)ballPosition.y, 25, DARKGRAY); - - // Instructions - DrawRectangle(0, screenHeight - 45, screenWidth, 45, Fade(BLACK, 0.05f)); - DrawText("Instructions: Press keyboard arrow keys - the ball should move and gamepad should stay 'NO'", - 20, screenHeight - 35, 14, DARKGRAY); - DrawText("If gamepad becomes 'YES' while pressing keyboard = issue #5387 is NOT fixed", - 20, screenHeight - 18, 14, DARKGRAY); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - CloseWindow(); - //-------------------------------------------------------------------------------------- - - return 0; -}