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InputCommon/SDL: Check for errors from SDL_JoystickNumButtons(), SDL_JoystickNumAxes(), SDL_JoystickNumHats().
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@ -342,8 +342,26 @@ GameController::GameController(SDL_GameController* const gamecontroller,
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// If a Joystick Button has a GameController equivalent, don't detect it
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// If a Joystick Button has a GameController equivalent, don't detect it
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int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
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int n_legacy_buttons = SDL_JoystickNumButtons(joystick);
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if (n_legacy_buttons < 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumButtons(): {}", SDL_GetError());
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n_legacy_buttons = 0;
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}
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int n_legacy_axes = SDL_JoystickNumAxes(joystick);
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int n_legacy_axes = SDL_JoystickNumAxes(joystick);
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if (n_legacy_axes < 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumAxes(): {}", SDL_GetError());
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n_legacy_axes = 0;
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}
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int n_legacy_hats = SDL_JoystickNumHats(joystick);
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int n_legacy_hats = SDL_JoystickNumHats(joystick);
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if (n_legacy_hats < 0)
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{
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ERROR_LOG_FMT(CONTROLLERINTERFACE, "Error in SDL_JoystickNumHats(): {}", SDL_GetError());
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n_legacy_hats = 0;
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}
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std::vector<bool> is_button_mapped(n_legacy_buttons);
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std::vector<bool> is_button_mapped(n_legacy_buttons);
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std::vector<bool> is_axis_mapped(n_legacy_axes);
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std::vector<bool> is_axis_mapped(n_legacy_axes);
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std::vector<bool> is_hat_mapped(n_legacy_hats);
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std::vector<bool> is_hat_mapped(n_legacy_hats);
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