Finish some unused SDL hat input support to use events rather than polling all of the time
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8 changed files with 44 additions and 167 deletions
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@ -953,7 +953,7 @@ boolean CON_Responder(event_t *ev)
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if (modeattacking || metalrecording || marathonmode)
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return false;
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if (ev->data1 >= KEY_JOY1) // See also: HUD_Responder
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if (ev->data1 >= NUMKEYS) // See also: HUD_Responder
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{
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INT32 i;
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for (i = 0; i < num_gamecontrols; i++)
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@ -2824,7 +2824,7 @@ static void Command_Map_f(void)
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mustmodifygame = !(netgame || multiplayer) && !majormods;
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if (mustmodifygame && !option_force)
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if (mustmodifygame)
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{
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/* May want to be more descriptive? */
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CONS_Printf(M_GetText("Sorry, level change disabled in single player.\n"));
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@ -4140,7 +4140,7 @@ boolean G_DemoTitleResponder(event_t *ev)
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return true;
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}
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if (ch == KEY_ENTER || ch >= KEY_JOY1)
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if (ch == KEY_ENTER || ch >= NUMKEYS)
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{
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demo.savemode = DSM_WILLSAVE;
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return true;
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@ -1233,7 +1233,7 @@ boolean HU_Responder(event_t *ev)
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// (Unless if you're sharing a keyboard, since you probably establish when you start chatting that you have dibs on it...)
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// (Ahhh, the good ol days when I was a kid who couldn't afford an extra USB controller...)
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if (ev->data1 >= KEY_JOY1)
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if (ev->data1 >= NUMKEYS)
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{
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INT32 i;
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for (i = 0; i < num_gamecontrols; i++)
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@ -1283,7 +1283,7 @@ boolean HU_Responder(event_t *ev)
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return true;
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// Ignore non-keyboard keys, except when the talk key is bound
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if (ev->data1 >= KEY_JOY1
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if (ev->data1 >= NUMKEYS
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&& !G_ControlBoundToKey(0, gc_talkkey, ev->data1, false))
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return false;
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@ -1326,7 +1326,7 @@ boolean HU_Responder(event_t *ev)
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else if (c == KEY_ESCAPE
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|| ((G_ControlBoundToKey(0, gc_talkkey, c, false)
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|| G_ControlBoundToKey(0, gc_teamkey, c, false))
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&& c >= KEY_JOY1)) // If it's not a keyboard key, then the chat button is used as a toggle.
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&& c >= NUMKEYS)) // If it's not a keyboard key, then the chat button is used as a toggle.
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{
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chat_on = false;
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c_input = 0; // reset input cursor
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@ -2671,7 +2671,7 @@ boolean M_Responder(event_t *ev)
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}
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// remap to keyboard keys if needed
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if (deviceplayer == 0 && ch >= KEY_JOY1)
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if (deviceplayer == 0 && ch >= NUMKEYS)
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{
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static INT32 joyremap[][2] = {
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{ gc_accelerate, KEY_ENTER }, // these two first
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@ -1614,7 +1614,7 @@ boolean M_ScreenshotResponder(event_t *ev)
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ch = ev->data1;
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if (ch >= KEY_JOY1 && menuactive) // If it's not a keyboard key, then don't allow it in the menus!
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if (ch >= NUMKEYS && menuactive) // If it's not a keyboard key, then don't allow it in the menus!
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return false;
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if (ch == KEY_F8 || G_ControlBoundToKey(0, gc_screenshot, ch, false)) // remappable F8
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@ -1164,14 +1164,6 @@ void I_UpdateJoystickDeviceIndices(UINT8 excludePlayer)
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}
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}
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/** \brief Joystick buttons states
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*/
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static UINT64 lastjoybuttons[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
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/** \brief Joystick hats state
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*/
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static UINT64 lastjoyhats[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
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/** \brief Shuts down joystick
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\return void
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*/
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@ -1179,12 +1171,12 @@ void I_ShutdownJoystick(UINT8 index)
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{
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INT32 i, j;
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event_t event;
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event.type=ev_keyup;
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event.device = I_GetJoystickDeviceIndex(JoyInfo[index].dev);
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event.type = ev_keyup;
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event.data2 = 0;
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event.data3 = 0;
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lastjoybuttons[index] = lastjoyhats[index] = 0;
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// emulate the up of all joystick buttons
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for (i = 0; i < JOYBUTTONS; i++)
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{
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@ -1216,136 +1208,6 @@ void I_ShutdownJoystick(UINT8 index)
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// don't shut down the subsystem here, because hotplugging
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}
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void I_GetJoystickEvents(UINT8 index)
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{
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static event_t event = {};
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INT32 i = 0;
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UINT64 joyhats = 0;
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#if 0
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UINT64 joybuttons = 0;
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UINT32 axisx, axisy;
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#endif
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if (!joystick_started[index])
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return;
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if (!JoyInfo[index].dev) //I_ShutdownJoystick(index);
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return;
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#if 0
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//faB: look for as much buttons as g_input code supports,
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// we don't use the others
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for (i = JoyInfo[index].buttons - 1; i >= 0; i--)
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{
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joybuttons <<= 1;
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if (SDL_JoystickGetButton(JoyInfo[index].dev,i))
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joybuttons |= 1;
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}
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if (joybuttons != lastjoybuttons[index])
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{
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INT64 j = 1; // keep only bits that changed since last time
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INT64 newbuttons = joybuttons ^ lastjoybuttons[index];
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lastjoybuttons[index] = joybuttons;
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for (i = 0; i < JOYBUTTONS; i++, j <<= 1)
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{
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if (newbuttons & j) // button changed state?
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{
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if (joybuttons & j)
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event.type = ev_keydown;
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else
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event.type = ev_keyup;
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event.data1 = KEY_JOY1 + i;
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D_PostEvent(&event);
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}
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}
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}
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#endif
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joyhats |= SDL_GameControllerGetButton(JoyInfo[index].dev, SDL_CONTROLLER_BUTTON_DPAD_UP);
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joyhats |= SDL_GameControllerGetButton(JoyInfo[index].dev, SDL_CONTROLLER_BUTTON_DPAD_DOWN) << 1;
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joyhats |= SDL_GameControllerGetButton(JoyInfo[index].dev, SDL_CONTROLLER_BUTTON_DPAD_LEFT) << 2;
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joyhats |= SDL_GameControllerGetButton(JoyInfo[index].dev, SDL_CONTROLLER_BUTTON_DPAD_RIGHT) << 3;
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if (joyhats != lastjoyhats[index])
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{
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INT64 j = 1; // keep only bits that changed since last time
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INT64 newhats = joyhats ^ lastjoyhats[index];
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lastjoyhats[index] = joyhats;
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for (i = 0; i < JOYHATS*4; i++, j <<= 1)
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{
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if (newhats & j) // hat changed state?
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{
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if (joyhats & j)
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event.type = ev_keydown;
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else
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event.type = ev_keyup;
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event.data1 = KEY_HAT1 + i;
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D_PostEvent(&event);
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}
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}
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}
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#if 0
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// send joystick axis positions
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event.type = ev_joystick;
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for (i = JOYAXISSET - 1; i >= 0; i--)
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{
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event.data1 = i;
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if (i*2 + 1 <= JoyInfo[index].axises)
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axisx = SDL_JoystickGetAxis(JoyInfo[index].dev, i*2 + 0);
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else axisx = 0;
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if (i*2 + 2 <= JoyInfo[index].axises)
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axisy = SDL_JoystickGetAxis(JoyInfo[index].dev, i*2 + 1);
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else axisy = 0;
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// -32768 to 32767
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axisx = axisx/32;
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axisy = axisy/32;
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if (Joystick[index].bGamepadStyle)
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{
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// gamepad control type, on or off, live or die
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if (axisx < -(JOYAXISRANGE/2))
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event.data2 = -1;
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else if (axisx > (JOYAXISRANGE/2))
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event.data2 = 1;
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else
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event.data2 = 0;
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if (axisy < -(JOYAXISRANGE/2))
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event.data3 = -1;
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else if (axisy > (JOYAXISRANGE/2))
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event.data3 = 1;
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else
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event.data3 = 0;
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}
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else
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{
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axisx = JoyInfo[index].scale?((axisx/JoyInfo[index].scale)*JoyInfo[index].scale):axisx;
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axisy = JoyInfo[index].scale?((axisy/JoyInfo[index].scale)*JoyInfo[index].scale):axisy;
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#ifdef SDL_JDEADZONE
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if (-SDL_JDEADZONE <= axisx && axisx <= SDL_JDEADZONE) axisx = 0;
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if (-SDL_JDEADZONE <= axisy && axisy <= SDL_JDEADZONE) axisy = 0;
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#endif
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// analog control style , just send the raw data
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event.data2 = axisx; // x axis
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event.data3 = axisy; // y axis
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}
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D_PostEvent(&event);
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}
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#endif
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}
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/** \brief Open joystick handle
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\param fname name of joystick
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@ -838,29 +838,51 @@ static void Impl_HandleControllerAxisEvent(SDL_ControllerAxisEvent evt)
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D_PostEvent(&event);
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}
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#if 0
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static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent evt)
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static void Impl_SendHatEvent(SDL_JoyHatEvent evt, UINT64 hatFlag, UINT8 keyOffset)
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{
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event_t event;
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SDL_JoystickID joyid[MAXSPLITSCREENPLAYERS];
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event.device = 1 + evt.which;
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if (event.device == INT32_MAX)
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{
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return;
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}
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if (evt.hat >= JOYHATS)
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event.data1 = KEY_HAT1 + keyOffset;
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if (evt.hat < JOYHATS)
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{
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return; // ignore hats with too high an index
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event.data1 += (evt.hat * 4);
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}
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else
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{
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return;
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}
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event.data1 = KEY_HAT1 + (evt.hat*4);
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if (evt.value & hatFlag)
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{
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event.type = ev_keydown;
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}
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else
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{
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event.type = ev_keyup;
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}
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// NOTE: UNFINISHED
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SDLJoyRemap(&event);
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if (event.type != ev_console)
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{
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D_PostEvent(&event);
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}
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}
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static void Impl_HandleJoystickHatEvent(SDL_JoyHatEvent evt)
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{
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Impl_SendHatEvent(evt, SDL_HAT_UP, 0);
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Impl_SendHatEvent(evt, SDL_HAT_DOWN, 1);
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Impl_SendHatEvent(evt, SDL_HAT_LEFT, 2);
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Impl_SendHatEvent(evt, SDL_HAT_RIGHT, 3);
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}
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#endif
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static void Impl_HandleControllerButtonEvent(SDL_ControllerButtonEvent evt, Uint32 type)
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{
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@ -958,11 +980,9 @@ void I_GetEvent(void)
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case SDL_CONTROLLERAXISMOTION:
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Impl_HandleControllerAxisEvent(evt.caxis);
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break;
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#if 0
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case SDL_JOYHATMOTION:
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Impl_HandleJoystickHatEvent(evt.jhat)
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Impl_HandleJoystickHatEvent(evt.jhat);
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break;
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#endif
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN:
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Impl_HandleControllerButtonEvent(evt.cbutton, evt.type);
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@ -1166,17 +1186,12 @@ void I_StartupMouse(void)
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void I_OsPolling(void)
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{
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SDL_Keymod mod;
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UINT8 i;
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if (consolevent)
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I_GetConsoleEvents();
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if (SDL_WasInit(SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER) == (SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER))
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{
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SDL_GameControllerUpdate();
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for (i = 0; i < MAXSPLITSCREENPLAYERS; i++)
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I_GetJoystickEvents(i);
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}
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I_GetEvent();
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