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https://github.com/dolphin-emu/dolphin.git
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Plugin that should eventually replace the GCPad and emulated Wiimote plugin:
It's currently only really usable on Windows. Linux/OS X will need keyboard support added in, but SDL should work for joysticks on non-Windows without too many modifications. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5254 8ced0084-cf51-0410-be5f-012b33b47a6e
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#include "../ControllerInterface.h"
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#ifdef CIFACE_USE_SDL
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#include "SDL.h"
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#ifdef _WIN32
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#pragma comment(lib, "SDL.1.3.lib")
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#endif
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// temp for debuggin
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//#include <fstream>
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namespace ciface
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{
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namespace SDL
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{
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void Init( std::vector<ControllerInterface::Device*>& devices )
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{
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if ( SDL_Init( SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC ) >= 0 )
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{
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// joysticks
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for( int i = 0; i < SDL_NumJoysticks(); ++i )
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{
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SDL_Joystick* dev;
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if ( dev = SDL_JoystickOpen( i ) )
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{
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Joystick* js = new Joystick( dev, i );
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// only add if it has some inputs/outputs
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if ( js->Inputs().size() || js->Outputs().size() )
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devices.push_back( js );
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else
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delete js;
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}
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}
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}
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}
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Joystick::Joystick( SDL_Joystick* const joystick, const unsigned int index ) : m_joystick(joystick), m_index(index)
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{
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// get buttons
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for ( int i = 0; i < SDL_JoystickNumButtons( m_joystick ); ++i )
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{
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inputs.push_back( new Button( i ) );
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}
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// get hats
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for ( int i = 0; i < SDL_JoystickNumHats( m_joystick ); ++i )
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{
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// each hat gets 4 input instances associated with it, (up down left right)
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for ( unsigned int d = 0; d < 4; ++d )
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inputs.push_back( new Hat( i, d ) );
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}
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// get axes
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for ( int i = 0; i < SDL_JoystickNumAxes( m_joystick ); ++i )
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{
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// each axis gets a negative and a positive input instance associated with it
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inputs.push_back( new Axis( i, -32768 ) );
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inputs.push_back( new Axis( i, 32767 ) );
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}
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// try to get supported ff effects
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if ( m_haptic = SDL_HapticOpenFromJoystick( m_joystick ) )
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{
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//SDL_HapticSetGain( m_haptic, 1000 );
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//SDL_HapticSetAutocenter( m_haptic, 0 );
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const unsigned int supported_effects = SDL_HapticQuery( m_haptic ); // use this later
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// constant effect
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if ( supported_effects & SDL_HAPTIC_CONSTANT )
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{
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outputs.push_back( new ConstantEffect( m_state_out.size() ) );
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m_state_out.push_back( EffectIDState() );
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}
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// ramp effect
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if ( supported_effects & SDL_HAPTIC_RAMP )
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{
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outputs.push_back( new RampEffect( m_state_out.size() ) );
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m_state_out.push_back( EffectIDState() );
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}
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}
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}
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Joystick::~Joystick()
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{
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if ( m_haptic )
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{
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// stop/destroy all effects
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//SDL_HapticStopAll( m_haptic ); // ControllerInterface handles this
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std::vector<EffectIDState>::iterator i = m_state_out.begin(),
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e = m_state_out.end();
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for ( ; i!=e; ++i )
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if ( i->id != -1 )
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SDL_HapticDestroyEffect( m_haptic, i->id );
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// close haptic first
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SDL_HapticClose( m_haptic );
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}
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// close joystick
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SDL_JoystickClose( m_joystick );
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}
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//std::string Joystick::Effect::GetName() const
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//{
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// return haptic_named_effects[m_index].name;
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//}
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std::string Joystick::ConstantEffect::GetName() const
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{
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return "Constant";
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}
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std::string Joystick::RampEffect::GetName() const
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{
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return "Ramp";
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}
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void Joystick::ConstantEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect )
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{
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if ( state )
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{
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//debuggin here ...
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//memset( &effect->effect, 0, sizeof(effect->effect) );
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effect->effect.type = SDL_HAPTIC_CONSTANT;
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effect->effect.constant.length = SDL_HAPTIC_INFINITY;
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//effect->effect.constant.attack_length = 3000;
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//effect->effect.constant.direction.type = SDL_HAPTIC_CARTESIAN;
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//effect->effect
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//effect->effect.constant.button = 0xFFFFFFFF;
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}
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else
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effect->effect.type = 0;
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Sint16 old = effect->effect.constant.level;
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effect->effect.constant.level = state * 0x7FFF;
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if ( old != effect->effect.constant.level )
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effect->changed = true;
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}
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void Joystick::RampEffect::SetState( const ControlState state, Joystick::EffectIDState* const effect )
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{
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if ( state )
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{
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effect->effect.type = SDL_HAPTIC_RAMP;
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effect->effect.ramp.length = SDL_HAPTIC_INFINITY;
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}
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else
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effect->effect.type = 0;
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Sint16 old = effect->effect.ramp.start;
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effect->effect.ramp.start = state * 0x7FFF;
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if ( old != effect->effect.ramp.start )
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effect->changed = true;
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}
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ControlState Joystick::GetInputState(const ControllerInterface::Device::Input* input)
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{
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return ((Input*)input)->GetState( m_joystick );
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}
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void Joystick::SetOutputState(const ControllerInterface::Device::Output* output, const ControlState state)
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{
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((Output*)output)->SetState( state, &m_state_out[ ((Output*)output)->m_index ] );
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}
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bool Joystick::UpdateInput()
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{
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SDL_JoystickUpdate(); // each joystick is doin this, o well
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return true;
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}
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bool Joystick::UpdateOutput()
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{
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std::vector<EffectIDState>::iterator i = m_state_out.begin(),
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e = m_state_out.end();
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for ( ; i!=e; ++i )
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if ( i->changed ) // if SetState was called on this output
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{
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if ( -1 == i->id ) // effect isn't currently uploaded
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{
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if ( i->effect.type ) // if outputstate is >0 this would be true
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if ( (i->id = SDL_HapticNewEffect( m_haptic, &i->effect )) > -1 ) // upload the effect
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{
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//std::ofstream file( "SDLgood.txt" );
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/*if ( 0 == */SDL_HapticRunEffect( m_haptic, i->id, 1 );//) // run the effect
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// file << "all good";
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//else
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// file << "not good";
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//file.close();
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}
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else
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{
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// DEBUG
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//std::ofstream file( "SDLerror.txt" );
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//file << SDL_GetError();
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//file.close();
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}
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}
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else // effect is already uploaded
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{
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if ( i->effect.type ) // if ouputstate >0
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SDL_HapticUpdateEffect( m_haptic, i->id, &i->effect ); // update the effect
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else
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{
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SDL_HapticStopEffect( m_haptic, i->id ); // else, stop and remove the effect
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SDL_HapticDestroyEffect( m_haptic, i->id );
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i->id = -1; // mark it as not uploaded
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}
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}
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i->changed = false;
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}
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return true;
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}
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std::string Joystick::GetName() const
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{
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return SDL_JoystickName( m_index );
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}
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std::string Joystick::GetSource() const
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{
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return "SDL";
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}
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int Joystick::GetId() const
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{
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return m_index;
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}
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std::string Joystick::Button::GetName() const
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{
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std::ostringstream ss;
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ss << "Button " << m_index;
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return ss.str();
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}
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std::string Joystick::Axis::GetName() const
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{
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std::ostringstream ss;
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ss << "Axis " << m_index << ( m_range>0 ? '+' : '-' );
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return ss.str();
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}
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std::string Joystick::Hat::GetName() const
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{
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std::ostringstream ss;
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ss << "Hat " << m_index << ' ' << "NESW"[m_direction];
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return ss.str();
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}
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ControlState Joystick::Button::GetState( SDL_Joystick* const js ) const
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{
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return SDL_JoystickGetButton( js, m_index );
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}
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ControlState Joystick::Axis::GetState( SDL_Joystick* const js ) const
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{
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return std::max( 0.0f, ControlState(SDL_JoystickGetAxis( js, m_index )) / m_range );
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}
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ControlState Joystick::Hat::GetState( SDL_Joystick* const js ) const
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{
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return (SDL_JoystickGetHat( js, m_index ) & ( 1 << m_direction )) > 0;
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}
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}
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}
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#endif
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