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input gamepad

★☆☆☆by Ramon Santamaria (@raysan5)

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//! raylib [core] example - input gamepad
//!
//! Zig-API translation of examples/core/core_input_gamepad.c (raylib 6.2).
//! NOTE: This example requires a Gamepad connected to the system
//!       raylib is configured to work with the following gamepads:
//!       - Xbox 360 Controller (Xbox 360, Xbox One)
//!       - PLAYSTATION(R)3 Controller
//!       Check raylib.h for buttons configuration
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)

const std = @import("std");
const rl = @import("raylib");

// NOTE: Gamepad name ID depends on drivers and OS
const xbox_aliases = [_][]const u8{ "xbox", "x-box" };
const ps_aliases = [_][]const u8{ "playstation", "sony" };

// Axis deadzones
const left_stick_deadzone_x: f32 = 0.1;
const left_stick_deadzone_y: f32 = 0.1;
const right_stick_deadzone_x: f32 = 0.1;
const right_stick_deadzone_y: f32 = 0.1;
const left_trigger_deadzone: f32 = -0.9;
const right_trigger_deadzone: f32 = -0.9;

/// Gamepad axis values, with deadzones applied
const Axes = struct {
    left_stick_x: f32,
    left_stick_y: f32,
    right_stick_x: f32,
    right_stick_y: f32,
    left_trigger: f32,
    right_trigger: f32,

    fn read(gamepad: i32) Axes {
        var axes: Axes = .{
            .left_stick_x = rl.getGamepadAxisMovement(gamepad, .left_x),
            .left_stick_y = rl.getGamepadAxisMovement(gamepad, .left_y),
            .right_stick_x = rl.getGamepadAxisMovement(gamepad, .right_x),
            .right_stick_y = rl.getGamepadAxisMovement(gamepad, .right_y),
            .left_trigger = rl.getGamepadAxisMovement(gamepad, .left_trigger),
            .right_trigger = rl.getGamepadAxisMovement(gamepad, .right_trigger),
        };

        // Calculate deadzones
        if (axes.left_stick_x > -left_stick_deadzone_x and axes.left_stick_x < left_stick_deadzone_x) axes.left_stick_x = 0.0;
        if (axes.left_stick_y > -left_stick_deadzone_y and axes.left_stick_y < left_stick_deadzone_y) axes.left_stick_y = 0.0;
        if (axes.right_stick_x > -right_stick_deadzone_x and axes.right_stick_x < right_stick_deadzone_x) axes.right_stick_x = 0.0;
        if (axes.right_stick_y > -right_stick_deadzone_y and axes.right_stick_y < right_stick_deadzone_y) axes.right_stick_y = 0.0;
        if (axes.left_trigger < left_trigger_deadzone) axes.left_trigger = -1.0;
        if (axes.right_trigger < right_trigger_deadzone) axes.right_trigger = -1.0;

        return axes;
    }
};

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.setConfigFlags(.{ .msaa_4x_hint = true }); // Set MSAA 4X hint before windows creation

    rl.initWindow(screen_width, screen_height, "raylib [core] example - input gamepad");
    defer rl.closeWindow(); // Close window and OpenGL context

    const tex_ps3_pad = try rl.loadTexture("resources/ps3.png");
    defer rl.unloadTexture(tex_ps3_pad);
    const tex_xbox_pad = try rl.loadTexture("resources/xbox.png");
    defer rl.unloadTexture(tex_xbox_pad);

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    var gamepad: i32 = 0; // which gamepad to display

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        if (rl.isKeyPressed(.left) and gamepad > 0) gamepad -= 1;
        if (rl.isKeyPressed(.right)) gamepad += 1;
        const mouse_position = rl.getMousePosition();

        const vibrate_button: rl.Rectangle = .{
            .x = 10,
            .y = 70.0 + @as(f32, @floatFromInt(20 * rl.getGamepadAxisCount(gamepad))) + 20,
            .width = 75,
            .height = 24,
        };
        if (rl.isMouseButtonPressed(.left) and rl.checkCollisionPointRec(mouse_position, vibrate_button)) rl.setGamepadVibration(gamepad, 1.0, 1.0, 1.0);

        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        if (!rl.isGamepadAvailable(gamepad)) {
            rl.drawText(rl.textFormat("GP{d}: NOT DETECTED", .{gamepad}), 10, 10, 10, .gray);
            rl.drawTexture(tex_xbox_pad, 0, 0, .light_gray);
            continue;
        }

        const name = rl.getGamepadName(gamepad) orelse "";
        rl.drawText(rl.textFormat("GP{d}: {s}", .{ gamepad, name }), 10, 10, 10, .black);

        // Get axis values
        const axes: Axes = .read(gamepad);

        if (nameMatches(name, &xbox_aliases)) {
            drawXboxPad(gamepad, tex_xbox_pad, axes);
        } else if (nameMatches(name, &ps_aliases)) {
            drawPs3Pad(gamepad, tex_ps3_pad, axes);
        } else {
            drawGenericPad(gamepad, axes);
        }

        rl.drawText(rl.textFormat("DETECTED AXIS [{d}]:", .{rl.getGamepadAxisCount(gamepad)}), 10, 50, 10, .maroon);

        var i: i32 = 0;
        while (i < rl.getGamepadAxisCount(gamepad)) : (i += 1) {
            rl.drawText(rl.textFormat("AXIS {d}: {d:.2}", .{ i, rl.getGamepadAxisMovement(gamepad, @fromBackingInt(@intCast(i))) }), 20, 70 + 20 * i, 10, .dark_gray);
        }

        // Draw vibrate button
        rl.drawRectangleRec(vibrate_button, .sky_blue);
        rl.drawText("VIBRATE", @intFromFloat(vibrate_button.x + 14), @intFromFloat(vibrate_button.y + 1), 10, .dark_gray);

        if (rl.getGamepadButtonPressed() != .unknown) {
            rl.drawText(rl.textFormat("DETECTED BUTTON: {d}", .{@backingInt(rl.getGamepadButtonPressed())}), 10, 430, 10, .red);
        } else {
            rl.drawText("DETECTED BUTTON: NONE", 10, 430, 10, .gray);
        }
    }
}

fn nameMatches(name: [:0]const u8, aliases: []const []const u8) bool {
    const lower = rl.textToLower(name);
    for (aliases) |alias| {
        if (std.mem.indexOf(u8, lower, alias) != null) return true;
    }
    return false;
}

fn down(gamepad: i32, button: rl.GamepadButton) bool {
    return rl.isGamepadButtonDown(gamepad, button);
}

/// Stick deflection in pixels
fn deflection(value: f32) i32 {
    return @intFromFloat(value * 20);
}

/// Trigger bar height in pixels
fn triggerHeight(value: f32) i32 {
    return @intFromFloat(((1 + value) / 2) * 70);
}

fn thumbColor(gamepad: i32, thumb: rl.GamepadButton) rl.Color {
    return if (down(gamepad, thumb)) .red else .black;
}

fn drawXboxPad(gamepad: i32, texture: rl.Texture2D, axes: Axes) void {
    rl.drawTexture(texture, 0, 0, .dark_gray);

    // Draw buttons: xbox home
    if (down(gamepad, .middle)) rl.drawCircle(394, 89, 19, .red);

    // Draw buttons: basic
    if (down(gamepad, .middle_right)) rl.drawCircle(436, 150, 9, .red);
    if (down(gamepad, .middle_left)) rl.drawCircle(352, 150, 9, .red);
    if (down(gamepad, .right_face_left)) rl.drawCircle(501, 151, 15, .blue);
    if (down(gamepad, .right_face_down)) rl.drawCircle(536, 187, 15, .lime);
    if (down(gamepad, .right_face_right)) rl.drawCircle(572, 151, 15, .maroon);
    if (down(gamepad, .right_face_up)) rl.drawCircle(536, 115, 15, .gold);

    // Draw buttons: d-pad
    rl.drawRectangle(317, 202, 19, 71, .black);
    rl.drawRectangle(293, 228, 69, 19, .black);
    if (down(gamepad, .left_face_up)) rl.drawRectangle(317, 202, 19, 26, .red);
    if (down(gamepad, .left_face_down)) rl.drawRectangle(317, 202 + 45, 19, 26, .red);
    if (down(gamepad, .left_face_left)) rl.drawRectangle(292, 228, 25, 19, .red);
    if (down(gamepad, .left_face_right)) rl.drawRectangle(292 + 44, 228, 26, 19, .red);

    // Draw buttons: left-right back
    if (down(gamepad, .left_trigger_1)) rl.drawCircle(259, 61, 20, .red);
    if (down(gamepad, .right_trigger_1)) rl.drawCircle(536, 61, 20, .red);

    // Draw axis: left joystick
    rl.drawCircle(259, 152, 39, .black);
    rl.drawCircle(259, 152, 34, .light_gray);
    rl.drawCircle(259 + deflection(axes.left_stick_x), 152 + deflection(axes.left_stick_y), 25, thumbColor(gamepad, .left_thumb));

    // Draw axis: right joystick
    rl.drawCircle(461, 237, 38, .black);
    rl.drawCircle(461, 237, 33, .light_gray);
    rl.drawCircle(461 + deflection(axes.right_stick_x), 237 + deflection(axes.right_stick_y), 25, thumbColor(gamepad, .right_thumb));

    // Draw axis: left-right triggers
    rl.drawRectangle(170, 30, 15, 70, .gray);
    rl.drawRectangle(604, 30, 15, 70, .gray);
    rl.drawRectangle(170, 30, 15, triggerHeight(axes.left_trigger), .red);
    rl.drawRectangle(604, 30, 15, triggerHeight(axes.right_trigger), .red);

    //rl.drawText(rl.textFormat("Xbox axis LT: {d:.2}", .{rl.getGamepadAxisMovement(gamepad, .left_trigger)}), 10, 40, 10, .black);
    //rl.drawText(rl.textFormat("Xbox axis RT: {d:.2}", .{rl.getGamepadAxisMovement(gamepad, .right_trigger)}), 10, 60, 10, .black);
}

fn drawPs3Pad(gamepad: i32, texture: rl.Texture2D, axes: Axes) void {
    rl.drawTexture(texture, 0, 0, .dark_gray);

    // Draw buttons: ps
    if (down(gamepad, .middle)) rl.drawCircle(396, 222, 13, .red);

    // Draw buttons: basic
    if (down(gamepad, .middle_left)) rl.drawRectangle(328, 170, 32, 13, .red);
    if (down(gamepad, .middle_right)) rl.drawTriangle(.{ .x = 436, .y = 168 }, .{ .x = 436, .y = 185 }, .{ .x = 464, .y = 177 }, .red);
    if (down(gamepad, .right_face_up)) rl.drawCircle(557, 144, 13, .lime);
    if (down(gamepad, .right_face_right)) rl.drawCircle(586, 173, 13, .red);
    if (down(gamepad, .right_face_down)) rl.drawCircle(557, 203, 13, .violet);
    if (down(gamepad, .right_face_left)) rl.drawCircle(527, 173, 13, .pink);

    // Draw buttons: d-pad
    rl.drawRectangle(225, 132, 24, 84, .black);
    rl.drawRectangle(195, 161, 84, 25, .black);
    if (down(gamepad, .left_face_up)) rl.drawRectangle(225, 132, 24, 29, .red);
    if (down(gamepad, .left_face_down)) rl.drawRectangle(225, 132 + 54, 24, 30, .red);
    if (down(gamepad, .left_face_left)) rl.drawRectangle(195, 161, 30, 25, .red);
    if (down(gamepad, .left_face_right)) rl.drawRectangle(195 + 54, 161, 30, 25, .red);

    // Draw buttons: left-right back buttons
    if (down(gamepad, .left_trigger_1)) rl.drawCircle(239, 82, 20, .red);
    if (down(gamepad, .right_trigger_1)) rl.drawCircle(557, 82, 20, .red);

    // Draw axis: left joystick
    rl.drawCircle(319, 255, 35, .black);
    rl.drawCircle(319, 255, 31, .light_gray);
    rl.drawCircle(319 + deflection(axes.left_stick_x), 255 + deflection(axes.left_stick_y), 25, thumbColor(gamepad, .left_thumb));

    // Draw axis: right joystick
    rl.drawCircle(475, 255, 35, .black);
    rl.drawCircle(475, 255, 31, .light_gray);
    rl.drawCircle(475 + deflection(axes.right_stick_x), 255 + deflection(axes.right_stick_y), 25, thumbColor(gamepad, .right_thumb));

    // Draw axis: left-right triggers
    rl.drawRectangle(169, 48, 15, 70, .gray);
    rl.drawRectangle(611, 48, 15, 70, .gray);
    rl.drawRectangle(169, 48, 15, triggerHeight(axes.left_trigger), .red);
    rl.drawRectangle(611, 48, 15, triggerHeight(axes.right_trigger), .red);
}

fn drawGenericPad(gamepad: i32, axes: Axes) void {
    // Draw background: generic
    rl.drawRectangleRounded(.{ .x = 175, .y = 110, .width = 460, .height = 220 }, 0.3, 16, .dark_gray);

    // Draw buttons: basic
    rl.drawCircle(365, 170, 12, .ray_white);
    rl.drawCircle(405, 170, 12, .ray_white);
    rl.drawCircle(445, 170, 12, .ray_white);
    rl.drawCircle(516, 191, 17, .ray_white);
    rl.drawCircle(551, 227, 17, .ray_white);
    rl.drawCircle(587, 191, 17, .ray_white);
    rl.drawCircle(551, 155, 17, .ray_white);
    if (down(gamepad, .middle_left)) rl.drawCircle(365, 170, 10, .red);
    if (down(gamepad, .middle)) rl.drawCircle(405, 170, 10, .green);
    if (down(gamepad, .middle_right)) rl.drawCircle(445, 170, 10, .blue);
    if (down(gamepad, .right_face_left)) rl.drawCircle(516, 191, 15, .gold);
    if (down(gamepad, .right_face_down)) rl.drawCircle(551, 227, 15, .blue);
    if (down(gamepad, .right_face_right)) rl.drawCircle(587, 191, 15, .green);
    if (down(gamepad, .right_face_up)) rl.drawCircle(551, 155, 15, .red);

    // Draw buttons: d-pad
    rl.drawRectangle(245, 145, 28, 88, .ray_white);
    rl.drawRectangle(215, 174, 88, 29, .ray_white);
    rl.drawRectangle(247, 147, 24, 84, .black);
    rl.drawRectangle(217, 176, 84, 25, .black);
    if (down(gamepad, .left_face_up)) rl.drawRectangle(247, 147, 24, 29, .red);
    if (down(gamepad, .left_face_down)) rl.drawRectangle(247, 147 + 54, 24, 30, .red);
    if (down(gamepad, .left_face_left)) rl.drawRectangle(217, 176, 30, 25, .red);
    if (down(gamepad, .left_face_right)) rl.drawRectangle(217 + 54, 176, 30, 25, .red);

    // Draw buttons: left-right back
    const left_back: rl.Rectangle = .{ .x = 215, .y = 98, .width = 100, .height = 10 };
    const right_back: rl.Rectangle = .{ .x = 495, .y = 98, .width = 100, .height = 10 };
    rl.drawRectangleRounded(left_back, 0.5, 16, .dark_gray);
    rl.drawRectangleRounded(right_back, 0.5, 16, .dark_gray);
    if (down(gamepad, .left_trigger_1)) rl.drawRectangleRounded(left_back, 0.5, 16, .red);
    if (down(gamepad, .right_trigger_1)) rl.drawRectangleRounded(right_back, 0.5, 16, .red);

    // Draw axis: left joystick
    rl.drawCircle(345, 260, 40, .black);
    rl.drawCircle(345, 260, 35, .light_gray);
    rl.drawCircle(345 + deflection(axes.left_stick_x), 260 + deflection(axes.left_stick_y), 25, thumbColor(gamepad, .left_thumb));

    // Draw axis: right joystick
    rl.drawCircle(465, 260, 40, .black);
    rl.drawCircle(465, 260, 35, .light_gray);
    rl.drawCircle(465 + deflection(axes.right_stick_x), 260 + deflection(axes.right_stick_y), 25, thumbColor(gamepad, .right_thumb));

    // Draw axis: left-right triggers
    rl.drawRectangle(151, 110, 15, 70, .gray);
    rl.drawRectangle(644, 110, 15, 70, .gray);
    rl.drawRectangle(151, 110, 15, triggerHeight(axes.left_trigger), .red);
    rl.drawRectangle(644, 110, 15, triggerHeight(axes.right_trigger), .red);
}
/*******************************************************************************************
*
*   raylib [core] example - input gamepad
*
*   Example complexity rating: [★☆☆☆] 1/4
*
*   NOTE: This example requires a Gamepad connected to the system
*         raylib is configured to work with the following gamepads:
*                - Xbox 360 Controller (Xbox 360, Xbox One)
*                - PLAYSTATION(R)3 Controller
*         Check raylib.h for buttons configuration
*
*   Example originally created with raylib 1.1, last time updated with raylib 4.2
*
*   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) 2013-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

// NOTE: Gamepad name ID depends on drivers and OS
#define XBOX_ALIAS_1 "xbox"
#define XBOX_ALIAS_2 "x-box"
#define PS_ALIAS_1   "playstation"
#define PS_ALIAS_2   "sony"

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Set MSAA 4X hint before windows creation

    InitWindow(screenWidth, screenHeight, "raylib [core] example - input gamepad");

    Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
    Texture2D texXboxPad = LoadTexture("resources/xbox.png");

    // Set axis deadzones
    const float leftStickDeadzoneX = 0.1f;
    const float leftStickDeadzoneY = 0.1f;
    const float rightStickDeadzoneX = 0.1f;
    const float rightStickDeadzoneY = 0.1f;
    const float leftTriggerDeadzone = -0.9f;
    const float rightTriggerDeadzone = -0.9f;

    Rectangle vibrateButton = { 0 };

    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------

    int gamepad = 0; // which gamepad to display

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_LEFT) && gamepad > 0) gamepad--;
        if (IsKeyPressed(KEY_RIGHT)) gamepad++;
        Vector2 mousePosition = GetMousePosition();

        vibrateButton = (Rectangle){ 10, 70.0f + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
        if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            if (IsGamepadAvailable(gamepad))
            {
                DrawText(TextFormat("GP%d: %s", gamepad, GetGamepadName(gamepad)), 10, 10, 10, BLACK);

                // Get axis values
                float leftStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_X);
                float leftStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_Y);
                float rightStickX = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_X);
                float rightStickY = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_Y);
                float leftTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER);
                float rightTrigger = GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER);

                // Calculate deadzones
                if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX) leftStickX = 0.0f;
                if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY) leftStickY = 0.0f;
                if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX) rightStickX = 0.0f;
                if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY) rightStickY = 0.0f;
                if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f;
                if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f;

                if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1) ||
                    (TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1))
                {
                    DrawTexture(texXboxPad, 0, 0, DARKGRAY);

                    // Draw buttons: xbox home
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(394, 89, 19, RED);

                    // Draw buttons: basic
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(436, 150, 9, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(352, 150, 9, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(501, 151, 15, BLUE);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(536, 187, 15, LIME);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(572, 151, 15, MAROON);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(536, 115, 15, GOLD);

                    // Draw buttons: d-pad
                    DrawRectangle(317, 202, 19, 71, BLACK);
                    DrawRectangle(293, 228, 69, 19, BLACK);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(317, 202, 19, 26, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(317, 202 + 45, 19, 26, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(292, 228, 25, 19, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(292 + 44, 228, 26, 19, RED);

                    // Draw buttons: left-right back
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(259, 61, 20, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(536, 61, 20, RED);

                    // Draw axis: left joystick
                    Color leftGamepadColor = BLACK;
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
                    DrawCircle(259, 152, 39, BLACK);
                    DrawCircle(259, 152, 34, LIGHTGRAY);
                    DrawCircle(259 + (int)(leftStickX*20), 152 + (int)(leftStickY*20), 25, leftGamepadColor);

                    // Draw axis: right joystick
                    Color rightGamepadColor = BLACK;
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
                    DrawCircle(461, 237, 38, BLACK);
                    DrawCircle(461, 237, 33, LIGHTGRAY);
                    DrawCircle(461 + (int)(rightStickX*20), 237 + (int)(rightStickY*20), 25, rightGamepadColor);

                    // Draw axis: left-right triggers
                    DrawRectangle(170, 30, 15, 70, GRAY);
                    DrawRectangle(604, 30, 15, 70, GRAY);
                    DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger)/2)*70), RED);
                    DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger)/2)*70), RED);

                    //DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
                    //DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
                }
                else if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_1) > -1) ||
                         (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_2) > -1))
                {
                    DrawTexture(texPs3Pad, 0, 0, DARKGRAY);

                    // Draw buttons: ps
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(396, 222, 13, RED);

                    // Draw buttons: basic
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawRectangle(328, 170, 32, 13, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawTriangle((Vector2){ 436, 168 }, (Vector2){ 436, 185 }, (Vector2){ 464, 177 }, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(557, 144, 13, LIME);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(586, 173, 13, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(557, 203, 13, VIOLET);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(527, 173, 13, PINK);

                    // Draw buttons: d-pad
                    DrawRectangle(225, 132, 24, 84, BLACK);
                    DrawRectangle(195, 161, 84, 25, BLACK);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(225, 132, 24, 29, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(225, 132 + 54, 24, 30, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(195, 161, 30, 25, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(195 + 54, 161, 30, 25, RED);

                    // Draw buttons: left-right back buttons
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawCircle(239, 82, 20, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawCircle(557, 82, 20, RED);

                    // Draw axis: left joystick
                    Color leftGamepadColor = BLACK;
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
                    DrawCircle(319, 255, 35, BLACK);
                    DrawCircle(319, 255, 31, LIGHTGRAY);
                    DrawCircle(319 + (int)(leftStickX*20), 255 + (int)(leftStickY*20), 25, leftGamepadColor);

                    // Draw axis: right joystick
                    Color rightGamepadColor = BLACK;
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
                    DrawCircle(475, 255, 35, BLACK);
                    DrawCircle(475, 255, 31, LIGHTGRAY);
                    DrawCircle(475 + (int)(rightStickX*20), 255 + (int)(rightStickY*20), 25, rightGamepadColor);

                    // Draw axis: left-right triggers
                    DrawRectangle(169, 48, 15, 70, GRAY);
                    DrawRectangle(611, 48, 15, 70, GRAY);
                    DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger)/2)*70), RED);
                    DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger)/2)*70), RED);
                }
                else
                {
                    // Draw background: generic
                    DrawRectangleRounded((Rectangle){ 175, 110, 460, 220}, 0.3f, 16, DARKGRAY);

                    // Draw buttons: basic
                    DrawCircle(365, 170, 12, RAYWHITE);
                    DrawCircle(405, 170, 12, RAYWHITE);
                    DrawCircle(445, 170, 12, RAYWHITE);
                    DrawCircle(516, 191, 17, RAYWHITE);
                    DrawCircle(551, 227, 17, RAYWHITE);
                    DrawCircle(587, 191, 17, RAYWHITE);
                    DrawCircle(551, 155, 17, RAYWHITE);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_LEFT)) DrawCircle(365, 170, 10, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE)) DrawCircle(405, 170, 10, GREEN);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_MIDDLE_RIGHT)) DrawCircle(445, 170, 10, BLUE);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)) DrawCircle(516, 191, 15, GOLD);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_DOWN)) DrawCircle(551, 227, 15, BLUE);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_RIGHT)) DrawCircle(587, 191, 15, GREEN);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_FACE_UP)) DrawCircle(551, 155, 15, RED);

                    // Draw buttons: d-pad
                    DrawRectangle(245, 145, 28, 88, RAYWHITE);
                    DrawRectangle(215, 174, 88, 29, RAYWHITE);
                    DrawRectangle(247, 147, 24, 84, BLACK);
                    DrawRectangle(217, 176, 84, 25, BLACK);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_UP)) DrawRectangle(247, 147, 24, 29, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_DOWN)) DrawRectangle(247, 147 + 54, 24, 30, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_LEFT)) DrawRectangle(217, 176, 30, 25, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)) DrawRectangle(217 + 54, 176, 30, 25, RED);

                    // Draw buttons: left-right back
                    DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, DARKGRAY);
                    DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, DARKGRAY);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 215, 98, 100, 10}, 0.5f, 16, RED);
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_TRIGGER_1)) DrawRectangleRounded((Rectangle){ 495, 98, 100, 10}, 0.5f, 16, RED);

                    // Draw axis: left joystick
                    Color leftGamepadColor = BLACK;
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
                    DrawCircle(345, 260, 40, BLACK);
                    DrawCircle(345, 260, 35, LIGHTGRAY);
                    DrawCircle(345 + (int)(leftStickX*20), 260 + (int)(leftStickY*20), 25, leftGamepadColor);

                    // Draw axis: right joystick
                    Color rightGamepadColor = BLACK;
                    if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
                    DrawCircle(465, 260, 40, BLACK);
                    DrawCircle(465, 260, 35, LIGHTGRAY);
                    DrawCircle(465 + (int)(rightStickX*20), 260 + (int)(rightStickY*20), 25, rightGamepadColor);

                    // Draw axis: left-right triggers
                    DrawRectangle(151, 110, 15, 70, GRAY);
                    DrawRectangle(644, 110, 15, 70, GRAY);
                    DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger)/2)*70), RED);
                    DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger)/2)*70), RED);
                }

                DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(gamepad)), 10, 50, 10, MAROON);

                for (int i = 0; i < GetGamepadAxisCount(gamepad); i++)
                {
                    DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(gamepad, i)), 20, 70 + 20*i, 10, DARKGRAY);
                }

                // Draw vibrate button
                DrawRectangleRec(vibrateButton, SKYBLUE);
                DrawText("VIBRATE", (int)(vibrateButton.x + 14), (int)(vibrateButton.y + 1), 10, DARKGRAY);

                if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
                else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
            }
            else
            {
                DrawText(TextFormat("GP%d: NOT DETECTED", gamepad), 10, 10, 10, GRAY);
                DrawTexture(texXboxPad, 0, 0, LIGHTGRAY);
            }

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texPs3Pad);
    UnloadTexture(texXboxPad);

    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.