266 lines
6.3 KiB
C
266 lines
6.3 KiB
C
/*
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* This software is licensed under the terms of the MIT-License
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* See COPYING for further information.
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* ---
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* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
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* Copyright (C) 2012, Alexeyew Andrew <http://akari.thebadasschoobs.org/>
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*/
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#include <SDL/SDL.h>
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#include "gamepad.h"
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#include "taisei_err.h"
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#include "config.h"
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#include "events.h"
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#include "global.h"
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static struct {
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int initialized;
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SDL_Joystick *device;
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int axis[GAMEPAD_AXES];
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} gamepad;
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void gamepad_init(void) {
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memset(&gamepad, 0, sizeof(gamepad));
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if(!config_intval("gamepad_enabled"))
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return;
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if(gamepad.initialized)
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return;
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if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
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warnx("gamepad_init(): couldn't initialize SDL joystick subsystem: %s", SDL_GetError());
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return;
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}
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int i, cnt = gamepad_devicecount();
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printf("gamepad_init(): found %i devices\n", cnt);
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for(i = 0; i < cnt; ++i)
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printf("%i: %s\n", i, SDL_JoystickName(i));
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int dev = config_intval("gamepad_device");
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if(dev < 0 || dev >= cnt) {
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warnx("gamepad_init(): device %i is not available\n", dev);
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gamepad_shutdown();
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return;
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}
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gamepad.device = SDL_JoystickOpen(dev);
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if(!gamepad.device) {
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warnx("gamepad_init(): failed to open device %i [%s]", dev, gamepad_devicename(dev));
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gamepad_shutdown();
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return;
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}
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printf("gamepad_init(): using device #%i: %s\n", dev, gamepad_devicename(dev));
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SDL_JoystickEventState(SDL_ENABLE);
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gamepad.initialized = 1;
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}
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void gamepad_shutdown(void) {
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if(!gamepad.initialized)
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return;
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if(gamepad.initialized != 2)
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printf("gamepad_shutdown(): disabled the gamepad subsystem\n");
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if(gamepad.device)
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SDL_JoystickClose(gamepad.device);
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SDL_JoystickEventState(SDL_IGNORE);
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
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gamepad.initialized = 0;
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}
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void gamepad_restart(void) {
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gamepad_shutdown();
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gamepad_init();
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}
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int gamepad_axis2gamekey(int id, int val) {
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if(id == tconfig.intval[GAMEPAD_AXIS_LR])
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return val == AXISVAL_LEFT ? KEY_LEFT : KEY_RIGHT;
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if(id == tconfig.intval[GAMEPAD_AXIS_UD])
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return val == AXISVAL_UP ? KEY_UP : KEY_DOWN;
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return -1;
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}
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int gamepad_axis2menuevt(int id, int val) {
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if(id == tconfig.intval[GAMEPAD_AXIS_LR])
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return val == AXISVAL_LEFT ? E_CursorLeft : E_CursorRight;
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if(id == tconfig.intval[GAMEPAD_AXIS_UD])
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return val == AXISVAL_UP ? E_CursorUp : E_CursorDown;
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return -1;
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}
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int gamepad_axis2gameevt(int id) {
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if(id == tconfig.intval[GAMEPAD_AXIS_LR])
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return E_PlrAxisLR;
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if(id == tconfig.intval[GAMEPAD_AXIS_UD])
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return E_PlrAxisUD;
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return -1;
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}
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float gamepad_axis_sens(int id) {
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if(id == tconfig.intval[GAMEPAD_AXIS_LR])
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return tconfig.fltval[GAMEPAD_AXIS_LR_SENS];
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if(id == tconfig.intval[GAMEPAD_AXIS_UD])
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return tconfig.fltval[GAMEPAD_AXIS_UD_SENS];
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return 1.0;
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}
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void gamepad_axis(int id, int raw, EventHandler handler, EventFlags flags, void *arg) {
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int *a = gamepad.axis;
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int val = AXISVAL(raw);
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int free = tconfig.intval[GAMEPAD_AXIS_FREE];
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int menu = flags & EF_Menu;
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int game = flags & EF_Game;
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if(id >= GAMEPAD_AXES) {
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warnx("gamepad_axis(): axis %i is out of range (%i axes supported)", id, GAMEPAD_AXES);
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return;
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}
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//printf("axis: %i %i %i\n", id, val, raw);
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if(game && free) {
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int evt = gamepad_axis2gameevt(id);
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if(evt >= 0)
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handler(evt, clamp(raw * gamepad_axis_sens(id), -GAMEPAD_AXIS_RANGE-1, GAMEPAD_AXIS_RANGE), arg);
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}
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if(val) { // simulate press
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if(!a[id]) {
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a[id] = val;
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if(game && !free) {
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int key = gamepad_axis2gamekey(id, val);
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if(key >= 0)
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handler(E_PlrKeyDown, key, arg);
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}
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if(menu) {
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int evt = gamepad_axis2menuevt(id, val);
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if(evt >= 0)
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handler(evt, 0, arg);
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}
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}
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} else { // simulate release
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if(game) {
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int key = gamepad_axis2gamekey(id, a[id]);
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handler(E_PlrKeyUp, key, arg);
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}
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a[id] = AXISVAL_NULL;
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}
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}
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void gamepad_button(int button, int state, EventHandler handler, EventFlags flags, void *arg) {
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int menu = flags & EF_Menu;
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int game = flags & EF_Game;
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int gpad = flags & EF_Gamepad;
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int gpkey = config_button2gpkey(button);
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int key = config_gpkey2key(gpkey);
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//printf("button: %i %i\n", button, state);
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//printf("gpkey: %i\n", gpkey);
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//printf("key: %i\n", key);
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if(state == SDL_PRESSED) {
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if(game) {
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if(gpkey == GP_PAUSE) {
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printf("should pause\n");
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handler(E_Pause, 0, arg);
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} else if(key >= 0)
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handler(E_PlrKeyDown, key, arg);
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}
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if(menu) switch(key) {
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case KEY_UP: handler(E_CursorUp, 0, arg); break;
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case KEY_DOWN: handler(E_CursorDown, 0, arg); break;
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case KEY_LEFT: handler(E_CursorLeft, 0, arg); break;
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case KEY_RIGHT: handler(E_CursorRight, 0, arg); break;
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case KEY_FOCUS: handler(E_MenuAbort, 0, arg); break;
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case KEY_SHOT: handler(E_MenuAccept, 0, arg); break;
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}
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if(gpad)
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handler(E_GamepadKeyDown, button, arg);
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} else {
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if(game && key >= 0)
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handler(E_PlrKeyUp, key, arg);
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if(gpad)
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handler(E_GamepadKeyUp, button, arg);
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}
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}
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void gamepad_event(SDL_Event *event, EventHandler handler, EventFlags flags, void *arg) {
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if(!gamepad.initialized)
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return;
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int val;
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int sens = clamp(tconfig.fltval[GAMEPAD_AXIS_DEADZONE], 0, 1) * GAMEPAD_AXIS_RANGE;
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switch(event->type) {
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case SDL_JOYAXISMOTION:
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val = event->jaxis.value;
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if(val < -sens || val > sens || !val)
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gamepad_axis(event->jaxis.axis, val, handler, flags, arg);
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break;
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case SDL_JOYBUTTONDOWN: case SDL_JOYBUTTONUP:
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gamepad_button(event->jbutton.button, event->jbutton.state, handler, flags, arg);
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break;
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}
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}
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int gamepad_devicecount(void) {
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return SDL_NumJoysticks();
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}
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char* gamepad_devicename(int id) {
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return (char*)SDL_JoystickName(id);
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}
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int gamepad_buttonpressed(int btn) {
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return SDL_JoystickGetButton(gamepad.device, btn);
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}
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int gamepad_gamekeypressed(int key) {
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if(!gamepad.initialized)
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return 0;
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// this sucks
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int i; for(i = CONFIG_GPKEY_FIRST; i <= CONFIG_GPKEY_LAST; ++i)
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if(key == config_gpkey2key(i) && gamepad_buttonpressed(tconfig.intval[i]))
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return 1;
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return 0;
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}
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void gamepad_init_bare(void) {
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if(gamepad.initialized)
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return;
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if(SDL_InitSubSystem(SDL_INIT_JOYSTICK) < 0) {
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warnx("gamepad_init(): couldn't initialize SDL joystick subsystem: %s", SDL_GetError());
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return;
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}
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gamepad.initialized = 2;
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}
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void gamepad_shutdown_bare(void) {
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if(gamepad.initialized == 2)
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gamepad_shutdown();
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}
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