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InputCommon and nJoy: Moved functions to InputCommon, to be shared with the Wiimote plugin
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2147 8ced0084-cf51-0410-be5f-012b33b47a6e
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234
Source/Core/InputCommon/Src/SDL.cpp
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234
Source/Core/InputCommon/Src/SDL.cpp
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//////////////////////////////////////////////////////////////////////////////////////////
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// Project description
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Name: SDL Input
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// Description: Common SDL Input Functions
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//
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// Author: Falcon4ever (nJoy@falcon4ever.com, www.multigesture.net), JPeterson etc
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// Copyright (C) 2003-2008 Dolphin Project.
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//
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// Licensetype: GNU General Public License (GPL)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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//
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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//
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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//
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Include
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
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#include "SDL.h" // Local
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#include "XInput.h"
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////////////////////////////////////
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namespace InputCommon
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{
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//////////////////////////////////////////////////////////////////////////////////////////
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// Definitions
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Search attached devices. Populate joyinfo for all attached physical devices.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
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{
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// Load config
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#ifdef _DEBUG
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DEBUG_INIT();
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#endif
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/* SDL 1.3 use DirectInput instead of the old Microsoft Multimeda API, and with this we need
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the SDL_INIT_VIDEO flag to */
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if (!SDL_WasInit(0))
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
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{
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PanicAlert("Could not initialize SDL: %s", SDL_GetError());
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return false;
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}
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#ifdef _DEBUG
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fprintf(pFile, "Scanning for devices\n");
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fprintf(pFile, "<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>\n");
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#endif
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// Get device status
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int numjoy = SDL_NumJoysticks();
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for (int i = 0; i < numjoy; i++ )
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{
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CONTROLLER_INFO Tmp;
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Tmp.joy = SDL_JoystickOpen(i);
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Tmp.ID = i;
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Tmp.NumAxes = SDL_JoystickNumAxes(Tmp.joy);
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Tmp.NumButtons = SDL_JoystickNumButtons(Tmp.joy);
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Tmp.NumBalls = SDL_JoystickNumBalls(Tmp.joy);
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Tmp.NumHats = SDL_JoystickNumHats(Tmp.joy);
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Tmp.Name = SDL_JoystickName(i);
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// Check if the device is okay
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if ( Tmp.NumAxes == 0
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&& Tmp.NumBalls == 0
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&& Tmp.NumButtons == 0
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&& Tmp.NumHats == 0
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)
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{
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Tmp.Good = false;
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}
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else
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{
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_NumGoodPads++;
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Tmp.Good = true;
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}
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_joyinfo.push_back(Tmp);
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#ifdef _DEBUG
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fprintf(pFile, "ID: %d\n", i);
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fprintf(pFile, "Name: %s\n", joyinfo[i].Name);
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fprintf(pFile, "Buttons: %d\n", joyinfo[i].NumButtons);
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fprintf(pFile, "Axes: %d\n", joyinfo[i].NumAxes);
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fprintf(pFile, "Hats: %d\n", joyinfo[i].NumHats);
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fprintf(pFile, "Balls: %d\n\n", joyinfo[i].NumBalls);
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#endif
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// We have now read the values we need so we close the device
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if (SDL_JoystickOpened(i)) SDL_JoystickClose(_joyinfo[i].joy);
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}
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_NumPads = _joyinfo.size();
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return true;
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}
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Supporting functions
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Read current joystick status
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/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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The value PadMapping[].buttons[] is the number of the assigned joypad button,
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PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
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// Read buttons status. Called from GetJoyState().
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons)
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{
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int ctl_button = _PadMapping.buttons[button];
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if (ctl_button < NumButtons)
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{
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_PadState.buttons[button] = SDL_JoystickGetButton(_PadState.joy, ctl_button);
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}
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}
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// Request joystick state.
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/* Called from: PAD_GetStatus()
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Input: The virtual device 0, 1, 2 or 3
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Function: Updates the PadState struct with the current pad status. The input value "controller" is
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for a virtual controller 0 to 3. */
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void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int controller, int NumButtons)
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{
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// Update the gamepad status
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SDL_JoystickUpdate();
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// Update axis states. It doesn't hurt much if we happen to ask for nonexisting axises here.
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_PadState.axis[CTL_MAIN_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_X]);
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_PadState.axis[CTL_MAIN_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_MAIN_Y]);
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_PadState.axis[CTL_SUB_X] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_X]);
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_PadState.axis[CTL_SUB_Y] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.axis[CTL_SUB_Y]);
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// Update the analog trigger axis values
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#ifdef _WIN32
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if (_PadMapping.triggertype == CTL_TRIGGER_SDL)
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{
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#endif
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// If we are using SDL analog triggers the buttons have to be mapped as 1000 or up, otherwise they are not used
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if(_PadMapping.buttons[CTL_L_SHOULDER] >= 1000) _PadState.axis[CTL_L_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_L_SHOULDER] - 1000); else _PadState.axis[CTL_L_SHOULDER] = 0;
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if(_PadMapping.buttons[CTL_R_SHOULDER] >= 1000) _PadState.axis[CTL_R_SHOULDER] = SDL_JoystickGetAxis(_PadState.joy, _PadMapping.buttons[CTL_R_SHOULDER] - 1000); else _PadState.axis[CTL_R_SHOULDER] = 0;
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#ifdef _WIN32
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}
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else
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{
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_PadState.axis[CTL_L_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_L_SHOULDER] - 1000);
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_PadState.axis[CTL_R_SHOULDER] = XInput::GetXI(0, _PadMapping.buttons[CTL_R_SHOULDER] - 1000);
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}
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#endif
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// Update button states to on or off
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ReadButton(_PadState, _PadMapping, CTL_L_SHOULDER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_R_SHOULDER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_A_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_B_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_X_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_Y_BUTTON, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_Z_TRIGGER, NumButtons);
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ReadButton(_PadState, _PadMapping, CTL_START, NumButtons);
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//
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if (_PadMapping.halfpress < NumButtons)
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_PadState.halfpress = SDL_JoystickGetButton(_PadState.joy, _PadMapping.halfpress);
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// Check if we have an analog or digital joypad
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if (_PadMapping.controllertype == CTL_DPAD_HAT)
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{
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_PadState.dpad = SDL_JoystickGetHat(_PadState.joy, _PadMapping.dpad);
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}
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else
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{
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/* Only do this if the assigned button is in range (to allow for the current way of saving keyboard
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keys in the same array) */
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if(_PadMapping.dpad2[CTL_D_PAD_UP] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_UP] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_UP]);
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if(_PadMapping.dpad2[CTL_D_PAD_DOWN] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_DOWN] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_DOWN]);
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if(_PadMapping.dpad2[CTL_D_PAD_LEFT] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_LEFT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_LEFT]);
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if(_PadMapping.dpad2[CTL_D_PAD_RIGHT] <= NumButtons)
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_PadState.dpad2[CTL_D_PAD_RIGHT] = SDL_JoystickGetButton(_PadState.joy, _PadMapping.dpad2[CTL_D_PAD_RIGHT]);
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}
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/* Debugging
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Console::ClearScreen();
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Console::Print(
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"Controller and handle: %i %i\n"
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"Triggers:%i %i %i %i %i | HalfPress: %i Mapping: %i\n",
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controller, (int)_PadState.joy,
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_PadMapping.triggertype,
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_PadMapping.buttons[CTL_L_SHOULDER], _PadMapping.buttons[CTL_R_SHOULDER],
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_PadState.axis[CTL_L_SHOULDER], _PadState.axis[CTL_R_SHOULDER],
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_PadState.halfpress, _PadMapping.halfpress
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); */
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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} // InputCommon
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