mirror of
https://github.com/Rosalie241/RMG.git
synced 2026-07-24 23:54:01 +02:00
934 lines
30 KiB
C++
934 lines
30 KiB
C++
/*
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* Rosalie's Mupen GUI - https://github.com/Rosalie241/RMG
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* Copyright (C) 2020 Rosalie Wanders <rosalie@mailbox.org>
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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 version 3.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#define CORE_PLUGIN
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#define M64P_PLUGIN_PROTOTYPES 1
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#define INPUT_PLUGIN_API_VERSION 0x020100
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#include <UserInterface/MainDialog.hpp>
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#include "Thread/SDLThread.hpp"
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#include "Utilities/InputDevice.hpp"
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#include "common.hpp"
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#include <RMG-Core/Core.hpp>
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#include <QApplication>
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#include <SDL.h>
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#include <iostream>
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#include <chrono>
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//
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// Local Defines
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//
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#define NUM_CONTROLLERS 4
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#define N64_AXIS_PEAK 85
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#define MAX_DIAGONAL_VALUE 69
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#define DEADZONE_VALUE 7
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#define RD_GETSTATUS 0x00 // get status
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#define RD_READKEYS 0x01 // read button values
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#define RD_READPAK 0x02 // read from controllerpack
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#define RD_WRITEPAK 0x03 // write to controllerpack
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#define RD_RESETCONTROLLER 0xff // reset controller
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#define RD_READEEPROM 0x04 // read eeprom
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#define RD_WRITEEPROM 0x05 // write eeprom
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#define PAK_IO_RUMBLE 0xC000 // the address where rumble-commands are sent to
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//
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// Local Structures
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//
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struct InputMapping
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{
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std::vector<std::string> Name;
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std::vector<int> Type;
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std::vector<int> Data;
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std::vector<int> ExtraData;
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int Count = 0;
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};
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struct InputProfile
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{
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bool PluggedIn = false;
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int DeadzoneValue = 0;
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N64ControllerPak ControllerPak = N64ControllerPak::None;
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// input device information
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std::string DeviceName;
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int DeviceNum = -1;
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std::chrono::time_point<std::chrono::high_resolution_clock> LastDeviceCheckTime = std::chrono::high_resolution_clock::now();
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// Gameboy information
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std::string GameboyRom;
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std::string GameboySave;
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// input device
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Utilities::InputDevice InputDevice;
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// buttons
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InputMapping Button_A;
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InputMapping Button_B;
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InputMapping Button_Start;
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InputMapping Button_DpadUp;
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InputMapping Button_DpadDown;
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InputMapping Button_DpadLeft;
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InputMapping Button_DpadRight;
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InputMapping Button_CButtonUp;
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InputMapping Button_CButtonDown;
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InputMapping Button_CButtonLeft;
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InputMapping Button_CButtonRight;
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InputMapping Button_LeftTrigger;
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InputMapping Button_RightTrigger;
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InputMapping Button_ZTrigger;
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// analog stick
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InputMapping AnalogStick_Up;
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InputMapping AnalogStick_Down;
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InputMapping AnalogStick_Left;
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InputMapping AnalogStick_Right;
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};
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//
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// Local variables
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//
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// SDL thread
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static Thread::SDLThread *l_SDLThread = nullptr;
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// input profiles
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static InputProfile l_InputProfiles[NUM_CONTROLLERS];
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// whether we have mupen64plus' control info
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static bool l_HasControlInfo = false;
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// mupen64plus' control info
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static CONTROL_INFO l_ControlInfo;
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// keyboard state
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static bool l_KeyboardState[SDL_NUM_SCANCODES];
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//
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// Local Functions
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//
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static void load_inputmapping_settings(InputMapping* mapping, std::string section,
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SettingsID inputNameSettingsId, SettingsID inputTypeSettingsId,
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SettingsID dataSettingsId, SettingsID extraDataSettingsId)
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{
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mapping->Name = CoreSettingsGetStringListValue(inputNameSettingsId, section);
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mapping->Type = CoreSettingsGetIntListValue(inputTypeSettingsId, section);
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mapping->Data = CoreSettingsGetIntListValue(dataSettingsId, section);
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mapping->ExtraData = CoreSettingsGetIntListValue(extraDataSettingsId, section);
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mapping->Count = std::min(mapping->Type.size(), std::min(mapping->Data.size(), mapping->ExtraData.size()));
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// check if mapping is old profile type,
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// it should be true when the minimum of the lengths
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// of all int lists is 0, and the name isn't empty or whitespace
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if (mapping->Count == 0 &&
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!mapping->Name.empty() && !mapping->Name.at(0).empty() &&
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mapping->Name.at(0).find_first_not_of(' ') != std::string::npos)
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{
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mapping->Type.push_back(CoreSettingsGetIntValue(inputTypeSettingsId, section));
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mapping->Data.push_back(CoreSettingsGetIntValue(dataSettingsId, section));
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mapping->ExtraData.push_back(CoreSettingsGetIntValue(extraDataSettingsId, section));
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mapping->Count = 1;
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}
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}
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static void load_settings(void)
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{
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std::string gameId;
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CoreRomSettings romSettings;
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std::string userProfileSectionBase = "Rosalie's Mupen GUI - Input Plugin User Profile";
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std::vector<std::string> userProfiles;
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std::vector<std::string>::iterator userProfilesIter;
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// try to retrieve current ROM settings
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if (CoreGetCurrentRomSettings(romSettings))
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{
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gameId = romSettings.MD5;
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}
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// retrieve all user profiles
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userProfiles = CoreSettingsGetStringListValue(SettingsID::Input_Profiles);
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for (int i = 0; i < NUM_CONTROLLERS; i++)
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{
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InputProfile* profile = &l_InputProfiles[i];
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std::string section = "Rosalie's Mupen GUI - Input Plugin Profile " + std::to_string(i);
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std::string gameSection = section + " Game " + gameId;
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std::string userProfileSection;
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std::string userProfileName;
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// when a user profile has been specified,
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// ensure it exists in the profile list and
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// in the settings, if it does,
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// use that user profile
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userProfileName = CoreSettingsGetStringValue(SettingsID::Input_UseProfile, section);
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if (!userProfileName.empty())
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{
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userProfilesIter = std::find(userProfiles.begin(), userProfiles.end(), userProfileName);
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if (userProfilesIter != userProfiles.end())
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{
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userProfileSection = userProfileSectionBase;
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userProfileSection += " \"" + userProfileName + "\"";
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if (CoreSettingsSectionExists(userProfileSection))
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{
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section = userProfileSection;
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}
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}
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}
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// if game ID was retrieved,
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// check if game section exists,
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// if it does, check if the 'UseGameProfile' key exists,
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// if it doesn't then use the profile, else
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// check if the value is true
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if (!gameId.empty())
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{
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if (CoreSettingsSectionExists(gameSection))
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{
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if (!CoreSettingsKeyExists(gameSection, "UseGameProfile") ||
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CoreSettingsGetBoolValue(SettingsID::Input_UseGameProfile, gameSection))
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{
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section = gameSection;
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}
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}
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}
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// when the settings section doesn't exist,
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// disable profile
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if (!CoreSettingsSectionExists(section))
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{
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profile->PluggedIn = false;
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continue;
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}
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profile->PluggedIn = CoreSettingsGetBoolValue(SettingsID::Input_PluggedIn, section);
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profile->DeadzoneValue = CoreSettingsGetIntValue(SettingsID::Input_Deadzone, section);
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profile->ControllerPak = (N64ControllerPak)CoreSettingsGetIntValue(SettingsID::Input_Pak, section);
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profile->DeviceName = CoreSettingsGetStringValue(SettingsID::Input_DeviceName, section);
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profile->DeviceNum = CoreSettingsGetIntValue(SettingsID::Input_DeviceNum, section);
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profile->GameboyRom = CoreSettingsGetStringValue(SettingsID::Input_GameboyRom, section);
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profile->GameboySave = CoreSettingsGetStringValue(SettingsID::Input_GameboySave, section);
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// load inputmapping settings
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load_inputmapping_settings(&profile->Button_A, section, SettingsID::Input_A_Name, SettingsID::Input_A_InputType, SettingsID::Input_A_Data, SettingsID::Input_A_ExtraData);
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load_inputmapping_settings(&profile->Button_B, section, SettingsID::Input_B_Name, SettingsID::Input_B_InputType, SettingsID::Input_B_Data, SettingsID::Input_B_ExtraData);
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load_inputmapping_settings(&profile->Button_Start, section, SettingsID::Input_Start_Name, SettingsID::Input_Start_InputType, SettingsID::Input_Start_Data, SettingsID::Input_Start_ExtraData);
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load_inputmapping_settings(&profile->Button_DpadUp, section, SettingsID::Input_DpadUp_Name, SettingsID::Input_DpadUp_InputType, SettingsID::Input_DpadUp_Data, SettingsID::Input_DpadUp_ExtraData);
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load_inputmapping_settings(&profile->Button_DpadDown, section, SettingsID::Input_DpadDown_Name, SettingsID::Input_DpadDown_InputType, SettingsID::Input_DpadDown_Data, SettingsID::Input_DpadDown_ExtraData);
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load_inputmapping_settings(&profile->Button_DpadLeft, section, SettingsID::Input_DpadLeft_Name, SettingsID::Input_DpadLeft_InputType, SettingsID::Input_DpadLeft_Data, SettingsID::Input_DpadLeft_ExtraData);
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load_inputmapping_settings(&profile->Button_DpadRight, section, SettingsID::Input_DpadRight_Name, SettingsID::Input_DpadRight_InputType, SettingsID::Input_DpadRight_Data, SettingsID::Input_DpadRight_ExtraData);
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load_inputmapping_settings(&profile->Button_CButtonUp, section, SettingsID::Input_CButtonUp_Name, SettingsID::Input_CButtonUp_InputType, SettingsID::Input_CButtonUp_Data, SettingsID::Input_CButtonUp_ExtraData);
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load_inputmapping_settings(&profile->Button_CButtonDown, section, SettingsID::Input_CButtonDown_Name, SettingsID::Input_CButtonDown_InputType, SettingsID::Input_CButtonDown_Data, SettingsID::Input_CButtonDown_ExtraData);
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load_inputmapping_settings(&profile->Button_CButtonLeft, section, SettingsID::Input_CButtonLeft_Name, SettingsID::Input_CButtonLeft_InputType, SettingsID::Input_CButtonLeft_Data, SettingsID::Input_CButtonLeft_ExtraData);
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load_inputmapping_settings(&profile->Button_CButtonRight, section, SettingsID::Input_CButtonRight_Name, SettingsID::Input_CButtonRight_InputType, SettingsID::Input_CButtonRight_Data, SettingsID::Input_CButtonRight_ExtraData);
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load_inputmapping_settings(&profile->Button_LeftTrigger, section, SettingsID::Input_LeftTrigger_Name, SettingsID::Input_LeftTrigger_InputType, SettingsID::Input_LeftTrigger_Data, SettingsID::Input_LeftTrigger_ExtraData);
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load_inputmapping_settings(&profile->Button_RightTrigger, section, SettingsID::Input_RightTrigger_Name, SettingsID::Input_RightTrigger_InputType, SettingsID::Input_RightTrigger_Data, SettingsID::Input_RightTrigger_ExtraData);
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load_inputmapping_settings(&profile->Button_ZTrigger, section, SettingsID::Input_ZTrigger_Name, SettingsID::Input_ZTrigger_InputType, SettingsID::Input_ZTrigger_Data, SettingsID::Input_ZTrigger_ExtraData);
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load_inputmapping_settings(&profile->AnalogStick_Up, section, SettingsID::Input_AnalogStickUp_Name, SettingsID::Input_AnalogStickUp_InputType, SettingsID::Input_AnalogStickUp_Data, SettingsID::Input_AnalogStickUp_ExtraData);
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load_inputmapping_settings(&profile->AnalogStick_Down, section, SettingsID::Input_AnalogStickDown_Name, SettingsID::Input_AnalogStickDown_InputType, SettingsID::Input_AnalogStickDown_Data, SettingsID::Input_AnalogStickDown_ExtraData);
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load_inputmapping_settings(&profile->AnalogStick_Left, section, SettingsID::Input_AnalogStickLeft_Name, SettingsID::Input_AnalogStickLeft_InputType, SettingsID::Input_AnalogStickLeft_Data, SettingsID::Input_AnalogStickLeft_ExtraData);
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load_inputmapping_settings(&profile->AnalogStick_Right, section, SettingsID::Input_AnalogStickRight_Name, SettingsID::Input_AnalogStickRight_InputType, SettingsID::Input_AnalogStickRight_Data, SettingsID::Input_AnalogStickRight_ExtraData);
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}
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}
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static void apply_controller_profiles(void)
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{
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// only apply profile when
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// we have the control info
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if (!l_HasControlInfo)
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{
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return;
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}
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for (int i = 0; i < NUM_CONTROLLERS; i++)
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{
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InputProfile* profile = &l_InputProfiles[i];
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int plugin = PLUGIN_NONE;
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switch (profile->ControllerPak)
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{
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case N64ControllerPak::MemoryPak:
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plugin = PLUGIN_MEMPAK;
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break;
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case N64ControllerPak::RumblePak:
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plugin = PLUGIN_RAW;
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break;
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case N64ControllerPak::TransferPak:
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plugin = PLUGIN_TRANSFER_PAK;
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break;
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default:
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plugin = PLUGIN_NONE;
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break;
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}
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l_ControlInfo.Controls[i].Present = profile->PluggedIn ? 1 : 0;
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l_ControlInfo.Controls[i].Plugin = plugin;
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l_ControlInfo.Controls[i].RawData = 0;
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l_ControlInfo.Controls[i].Type = CONT_TYPE_STANDARD;
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}
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}
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static void apply_gameboy_settings(void)
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{
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SettingsID gameBoyRomSettings[] =
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{
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SettingsID::Core_Gameboy_P1_Rom,
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SettingsID::Core_Gameboy_P2_Rom,
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SettingsID::Core_Gameboy_P3_Rom,
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SettingsID::Core_Gameboy_P4_Rom,
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};
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SettingsID gameBoySaveSettings[] =
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{
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SettingsID::Core_Gameboy_P1_Save,
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SettingsID::Core_Gameboy_P2_Save,
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SettingsID::Core_Gameboy_P3_Save,
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SettingsID::Core_Gameboy_P4_Save,
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};
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for (int i = 0; i < NUM_CONTROLLERS; i++)
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{
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InputProfile* profile = &l_InputProfiles[i];
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CoreSettingsSetValue(gameBoyRomSettings[i], profile->GameboyRom);
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CoreSettingsSetValue(gameBoySaveSettings[i], profile->GameboySave);
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}
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CoreSettingsSave();
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}
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static void setup_device_automatic(int num, InputProfile* profile)
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{
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static int previousSdlDeviceNum = -1;
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// reset variable when needed
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if (num == 0)
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{
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previousSdlDeviceNum = -1;
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}
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bool foundSdlDevice = false;
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SDL_GameController* sdlGameController = nullptr;
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SDL_Joystick* sdlJoystick = nullptr;
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std::string sdlDeviceName;
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for (int i = (previousSdlDeviceNum + 1); i < SDL_NumJoysticks(); i++)
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{
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if (SDL_IsGameController(i))
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{
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sdlGameController = SDL_GameControllerOpen(i);
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if (sdlGameController != nullptr)
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{
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sdlDeviceName = SDL_GameControllerName(sdlGameController);
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SDL_GameControllerClose(sdlGameController);
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profile->DeviceNum = i;
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profile->DeviceName = sdlDeviceName;
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previousSdlDeviceNum = i;
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foundSdlDevice = true;
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break;
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}
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}
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else
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{
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sdlJoystick = SDL_JoystickOpen(i);
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if (sdlJoystick != nullptr)
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{
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sdlDeviceName = SDL_JoystickName(sdlJoystick);
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SDL_JoystickClose(sdlJoystick);
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profile->DeviceNum = i;
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profile->DeviceName = sdlDeviceName;
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previousSdlDeviceNum = i;
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foundSdlDevice = true;
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break;
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}
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}
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}
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if (!foundSdlDevice)
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{ // fallback to keyboard
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if (num == 0)
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{
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profile->DeviceNum = (int)InputDeviceType::Keyboard;
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}
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else
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{
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profile->PluggedIn = false;
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// only override present in core
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// when we have the control info
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if (l_HasControlInfo)
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{
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l_ControlInfo.Controls[num].Present = 0;
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}
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}
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}
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}
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static void open_controllers(void)
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{
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// force re-fresh joystick list
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SDL_JoystickUpdate();
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for (int i = 0; i < NUM_CONTROLLERS; i++)
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{
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InputProfile* profile = &l_InputProfiles[i];
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profile->InputDevice.CloseDevice();
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if (profile->DeviceNum == (int)InputDeviceType::Automatic)
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{
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setup_device_automatic(i, profile);
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}
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if (profile->DeviceNum != (int)InputDeviceType::Keyboard)
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{
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profile->InputDevice.OpenDevice(profile->DeviceName, profile->DeviceNum);
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}
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}
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}
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static void close_controllers(void)
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{
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for (int i = 0; i < NUM_CONTROLLERS; i++)
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{
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InputProfile* profile = &l_InputProfiles[i];
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profile->InputDevice.CloseDevice();
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}
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}
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static int get_button_state(InputProfile* profile, const InputMapping* inputMapping)
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{
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int state = 0;
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for (int i = 0; i < inputMapping->Count; i++)
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{
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const int data = inputMapping->Data.at(i);
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const int extraData = inputMapping->ExtraData.at(i);
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switch ((InputType)inputMapping->Type[i])
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{
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case InputType::GamepadButton:
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{
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state |= SDL_GameControllerGetButton(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerButton)data);
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} break;
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case InputType::GamepadAxis:
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{
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int axis_value = SDL_GameControllerGetAxis(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerAxis)data);
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state |= (abs(axis_value) >= (SDL_AXIS_PEAK / 2) && (extraData ? axis_value > 0 : axis_value < 0)) ? 1 : 0;
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} break;
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case InputType::JoystickButton:
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{
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state |= SDL_JoystickGetButton(profile->InputDevice.GetJoystickHandle(), data);
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} break;
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case InputType::JoystickAxis:
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{
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int axis_value = SDL_JoystickGetAxis(profile->InputDevice.GetJoystickHandle(), data);
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state |= (abs(axis_value) >= (SDL_AXIS_PEAK / 2) && (extraData ? axis_value > 0 : axis_value < 0)) ? 1 : 0;
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} break;
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case InputType::Keyboard:
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{
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state |= l_KeyboardState[data] ? 1 : 0;
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} break;
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default:
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break;
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}
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}
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return state;
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}
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// returns axis input scaled to the range [-1, 1]
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static double get_axis_state(InputProfile* profile, const InputMapping* inputMapping, const int direction, const double value, bool& useButtonMapping)
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{
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double axis_state = value;
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bool button_state = false;
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for (int i = 0; i < inputMapping->Count; i++)
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{
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const int data = inputMapping->Data.at(i);
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const int extraData = inputMapping->ExtraData.at(i);
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switch ((InputType)inputMapping->Type[i])
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{
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case InputType::GamepadButton:
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{
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button_state |= SDL_GameControllerGetButton(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerButton)data);;
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} break;
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case InputType::GamepadAxis:
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{
|
|
double axis_value = SDL_GameControllerGetAxis(profile->InputDevice.GetGameControllerHandle(), (SDL_GameControllerAxis)data);
|
|
if (extraData ? axis_value > 0 : axis_value < 0)
|
|
{
|
|
axis_value = (axis_value / SDL_AXIS_PEAK);
|
|
axis_value = abs(axis_value) * direction;
|
|
axis_state = axis_value;
|
|
}
|
|
} break;
|
|
case InputType::JoystickButton:
|
|
{
|
|
button_state |= SDL_JoystickGetButton(profile->InputDevice.GetJoystickHandle(), data);;
|
|
} break;
|
|
case InputType::JoystickAxis:
|
|
{
|
|
double axis_value = SDL_JoystickGetAxis(profile->InputDevice.GetJoystickHandle(), data);
|
|
if (extraData ? axis_value > 0 : axis_value < 0)
|
|
{
|
|
axis_value = (axis_value / SDL_AXIS_PEAK);
|
|
axis_value = abs(axis_value) * direction;
|
|
axis_state = axis_value;
|
|
}
|
|
} break;
|
|
case InputType::Keyboard:
|
|
{
|
|
button_state |= l_KeyboardState[data];
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// when a button has been mapped
|
|
// to an axis, we should prioritize
|
|
// the button when it's been pressed
|
|
if (button_state)
|
|
{
|
|
useButtonMapping = true;
|
|
return direction;
|
|
}
|
|
else if (!useButtonMapping)
|
|
{
|
|
return axis_state;
|
|
}
|
|
else
|
|
{
|
|
return value;
|
|
}
|
|
}
|
|
|
|
static double simulate_deadzone(const double n64InputAxis, const double maxAxis, const int deadzone, const double axisRange)
|
|
{
|
|
double axisAbsolute = std::abs(n64InputAxis);
|
|
|
|
if (axisAbsolute <= deadzone)
|
|
{
|
|
axisAbsolute = 0; // No input when inside deadzone
|
|
}
|
|
else
|
|
{
|
|
// Create linear scaling factor from 0 at inner deadzone to MAX_AXIS at outer limit
|
|
axisAbsolute = (axisAbsolute - deadzone) * maxAxis / axisRange / axisAbsolute;
|
|
}
|
|
|
|
return axisAbsolute;
|
|
}
|
|
|
|
// Credit: MerryMage
|
|
static void simulate_octagon(const double inputX, const double inputY, const double deadzoneFactor, int& outputX, int& outputY)
|
|
{
|
|
const double maxAxis = N64_AXIS_PEAK;
|
|
const double maxDiagonal = MAX_DIAGONAL_VALUE;
|
|
const int deadzone = (int)(deadzoneFactor * N64_AXIS_PEAK);
|
|
const double axisRange = maxAxis - deadzone;
|
|
// scale to [-maxAxis, maxAxis]
|
|
double ax = inputX * maxAxis;
|
|
double ay = inputY * maxAxis;
|
|
|
|
// check whether (ax, ay) is within the circle of radius MAX_AXIS
|
|
double len = std::sqrt(ax*ax + ay*ay);
|
|
if (len <= maxAxis)
|
|
{
|
|
// scale inputs
|
|
ax *= simulate_deadzone(ax, maxAxis, deadzone, axisRange);
|
|
ay *= simulate_deadzone(ay, maxAxis, deadzone, axisRange);
|
|
}
|
|
else
|
|
{
|
|
// scale ax and ay to stay on the same line, but at the edge of the circle
|
|
len = maxAxis / len;
|
|
ax *= len;
|
|
ay *= len;
|
|
}
|
|
|
|
// bound diagonals to an octagonal range [-69, 69]
|
|
if (ax != 0.0 && ay != 0.0)
|
|
{
|
|
const double slope = ay / ax;
|
|
double edgex = std::copysign(maxAxis / (std::abs(slope) + (maxAxis - maxDiagonal) / maxDiagonal), ax);
|
|
const double edgey = std::copysign(std::min(std::abs(edgex * slope), maxAxis / (1.0 / std::abs(slope) + (maxAxis - maxDiagonal) / maxDiagonal)), ay);
|
|
edgex = edgey / slope;
|
|
|
|
const double scale = std::sqrt(edgex*edgex + edgey*edgey) / maxAxis;
|
|
ax *= scale;
|
|
ay *= scale;
|
|
}
|
|
|
|
outputX = (int)ax;
|
|
outputY = (int)ay;
|
|
}
|
|
|
|
static unsigned char data_crc(unsigned char *data, int length)
|
|
{
|
|
unsigned char remainder = data[0];
|
|
|
|
int byte = 1;
|
|
unsigned char bit = 0;
|
|
|
|
while (byte <= length)
|
|
{
|
|
int highBit = ((remainder & 0x80) != 0);
|
|
remainder = remainder << 1;
|
|
|
|
remainder += (byte < length && data[byte] & (0x80 >> bit )) ? 1 : 0;
|
|
|
|
remainder ^= (highBit) ? 0x85 : 0;
|
|
|
|
bit++;
|
|
byte += bit/8;
|
|
bit %= 8;
|
|
}
|
|
|
|
return remainder;
|
|
}
|
|
|
|
void sdl_init()
|
|
{
|
|
std::filesystem::path gameControllerDbPath;
|
|
|
|
for (const int subsystem : {SDL_INIT_GAMECONTROLLER, SDL_INIT_VIDEO, SDL_INIT_HAPTIC})
|
|
{
|
|
if (!SDL_WasInit(subsystem))
|
|
{
|
|
SDL_InitSubSystem(subsystem);
|
|
}
|
|
}
|
|
|
|
gameControllerDbPath = CoreGetSharedDataDirectory();
|
|
gameControllerDbPath += "/gamecontrollerdb.txt";
|
|
|
|
// load mappings from file
|
|
SDL_GameControllerAddMappingsFromFile(gameControllerDbPath.string().c_str());
|
|
}
|
|
|
|
void sdl_quit()
|
|
{
|
|
for (const int subsystem : {SDL_INIT_GAMECONTROLLER, SDL_INIT_HAPTIC})
|
|
{
|
|
if (SDL_WasInit(subsystem))
|
|
{
|
|
SDL_QuitSubSystem(subsystem);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Basic Plugin Functions
|
|
//
|
|
|
|
EXPORT m64p_error CALL PluginStartup(m64p_dynlib_handle CoreLibHandle, void *Context, void (*DebugCallback)(void *, int, const char *))
|
|
{
|
|
if (l_SDLThread != nullptr)
|
|
{
|
|
return M64ERR_ALREADY_INIT;
|
|
}
|
|
|
|
if (!CoreInit(CoreLibHandle))
|
|
{
|
|
return M64ERR_SYSTEM_FAIL;
|
|
}
|
|
|
|
sdl_init();
|
|
|
|
l_SDLThread = new Thread::SDLThread(nullptr);
|
|
l_SDLThread->start();
|
|
|
|
for (int i = 0; i < NUM_CONTROLLERS; i++)
|
|
{
|
|
l_InputProfiles[i].InputDevice.SetSDLThread(l_SDLThread);
|
|
}
|
|
|
|
load_settings();
|
|
|
|
return M64ERR_SUCCESS;
|
|
}
|
|
|
|
EXPORT m64p_error CALL PluginShutdown(void)
|
|
{
|
|
if (l_SDLThread == nullptr)
|
|
{
|
|
return M64ERR_NOT_INIT;
|
|
}
|
|
|
|
close_controllers();
|
|
|
|
l_SDLThread->StopLoop();
|
|
l_SDLThread->deleteLater();
|
|
l_SDLThread = nullptr;
|
|
|
|
sdl_quit();
|
|
|
|
return M64ERR_SUCCESS;
|
|
}
|
|
|
|
EXPORT m64p_error CALL PluginGetVersion(m64p_plugin_type *pluginType, int *pluginVersion,
|
|
int *apiVersion, const char **pluginNamePtr, int *capabilities)
|
|
{
|
|
if (pluginType != nullptr)
|
|
{
|
|
*pluginType = M64PLUGIN_INPUT;
|
|
}
|
|
|
|
if (pluginVersion != nullptr)
|
|
{
|
|
*pluginVersion = 0x010000;
|
|
}
|
|
|
|
if (apiVersion != nullptr)
|
|
{
|
|
*apiVersion = INPUT_PLUGIN_API_VERSION;
|
|
}
|
|
|
|
if (pluginNamePtr != nullptr)
|
|
{
|
|
*pluginNamePtr = "Rosalie's Mupen GUI - Input Plugin";
|
|
}
|
|
|
|
if (capabilities != nullptr)
|
|
{
|
|
*capabilities = 0;
|
|
}
|
|
|
|
return M64ERR_SUCCESS;
|
|
}
|
|
|
|
//
|
|
// Custom Plugin Functions
|
|
//
|
|
|
|
EXPORT m64p_error CALL PluginConfig()
|
|
{
|
|
if (l_SDLThread == nullptr)
|
|
{
|
|
return M64ERR_NOT_INIT;
|
|
}
|
|
|
|
// close controllers
|
|
close_controllers();
|
|
|
|
l_SDLThread->SetAction(SDLThreadAction::SDLPumpEvents);
|
|
|
|
UserInterface::MainDialog dialog(nullptr, l_SDLThread);
|
|
dialog.exec();
|
|
|
|
l_SDLThread->SetAction(SDLThreadAction::None);
|
|
|
|
// wait until it's done pumping events
|
|
while (l_SDLThread->GetCurrentAction() == SDLThreadAction::SDLPumpEvents)
|
|
{
|
|
QThread::msleep(5);
|
|
}
|
|
|
|
|
|
// reload settings
|
|
load_settings();
|
|
|
|
// apply profiles
|
|
apply_controller_profiles();
|
|
|
|
// apply gameboy settings
|
|
apply_gameboy_settings();
|
|
|
|
// open controllers
|
|
open_controllers();
|
|
|
|
return M64ERR_SUCCESS;
|
|
}
|
|
|
|
//
|
|
// Input Plugin Functions
|
|
//
|
|
|
|
EXPORT void CALL ControllerCommand(int Control, unsigned char* Command)
|
|
{
|
|
unsigned char* data = &Command[5];
|
|
|
|
if (Control == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
InputProfile* profile = &l_InputProfiles[Control];
|
|
|
|
switch (Command[2])
|
|
{
|
|
case RD_GETSTATUS:
|
|
case RD_READKEYS:
|
|
break;
|
|
case RD_READPAK:
|
|
if (profile->ControllerPak == N64ControllerPak::RumblePak)
|
|
{
|
|
unsigned int dwAddress = (Command[3] << 8) + (Command[4] & 0xE0);
|
|
|
|
if ((dwAddress >= 0x8000 ) && (dwAddress < 0x9000 ))
|
|
{
|
|
memset(data, 0x80, 32);
|
|
}
|
|
else
|
|
{
|
|
memset(data, 0x00, 32);
|
|
}
|
|
|
|
data[32] = data_crc(data, 32);
|
|
}
|
|
break;
|
|
case RD_WRITEPAK:
|
|
if (profile->ControllerPak == N64ControllerPak::RumblePak)
|
|
{
|
|
unsigned int dwAddress = (Command[3] << 8) + (Command[4] & 0xE0);
|
|
if (dwAddress == PAK_IO_RUMBLE)
|
|
{
|
|
if (*data)
|
|
{
|
|
profile->InputDevice.StartRumble();
|
|
}
|
|
else
|
|
{
|
|
profile->InputDevice.StopRumble();
|
|
}
|
|
}
|
|
data[32] = data_crc( data, 32 );
|
|
}
|
|
break;
|
|
case RD_RESETCONTROLLER:
|
|
case RD_READEEPROM:
|
|
case RD_WRITEEPROM:
|
|
break;
|
|
}
|
|
}
|
|
|
|
EXPORT void CALL GetKeys(int Control, BUTTONS* Keys)
|
|
{
|
|
InputProfile* profile = &l_InputProfiles[Control];
|
|
|
|
if (!profile->PluggedIn)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// check if device has been disconnected,
|
|
// if it has, try to open it again,
|
|
// only do this every 2 seconds to prevent lag
|
|
const auto currentTime = std::chrono::high_resolution_clock::now();
|
|
const int secondsPassed = std::chrono::duration_cast<std::chrono::seconds>(currentTime - profile->LastDeviceCheckTime).count();
|
|
if (secondsPassed >= 2)
|
|
{
|
|
profile->LastDeviceCheckTime = currentTime;
|
|
|
|
if (profile->DeviceNum != (int)InputDeviceType::Keyboard)
|
|
{
|
|
if (profile->InputDevice.IsOpeningDevice())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!profile->InputDevice.HasOpenDevice() || !profile->InputDevice.IsAttached())
|
|
{
|
|
profile->InputDevice.OpenDevice(profile->DeviceName, profile->DeviceNum);
|
|
}
|
|
}
|
|
}
|
|
|
|
Keys->A_BUTTON = get_button_state(profile, &profile->Button_A);
|
|
Keys->B_BUTTON = get_button_state(profile, &profile->Button_B);
|
|
Keys->START_BUTTON = get_button_state(profile, &profile->Button_Start);
|
|
Keys->U_DPAD = get_button_state(profile, &profile->Button_DpadUp);
|
|
Keys->D_DPAD = get_button_state(profile, &profile->Button_DpadDown);
|
|
Keys->L_DPAD = get_button_state(profile, &profile->Button_DpadLeft);
|
|
Keys->R_DPAD = get_button_state(profile, &profile->Button_DpadRight);
|
|
Keys->U_CBUTTON = get_button_state(profile, &profile->Button_CButtonUp);
|
|
Keys->D_CBUTTON = get_button_state(profile, &profile->Button_CButtonDown);
|
|
Keys->L_CBUTTON = get_button_state(profile, &profile->Button_CButtonLeft);
|
|
Keys->R_CBUTTON = get_button_state(profile, &profile->Button_CButtonRight);
|
|
Keys->L_TRIG = get_button_state(profile, &profile->Button_LeftTrigger);
|
|
Keys->R_TRIG = get_button_state(profile, &profile->Button_RightTrigger);
|
|
Keys->Z_TRIG = get_button_state(profile, &profile->Button_ZTrigger);
|
|
|
|
double inputX = 0, inputY = 0;
|
|
bool useButtonMapping = false;
|
|
inputY = get_axis_state(profile, &profile->AnalogStick_Up, 1, inputY, useButtonMapping);
|
|
inputY = get_axis_state(profile, &profile->AnalogStick_Down, -1, inputY, useButtonMapping);
|
|
inputX = get_axis_state(profile, &profile->AnalogStick_Left, -1, inputX, useButtonMapping);
|
|
inputX = get_axis_state(profile, &profile->AnalogStick_Right, 1, inputX, useButtonMapping);
|
|
|
|
int octagonX = 0, octagonY = 0;
|
|
simulate_octagon(
|
|
inputX, // inputX
|
|
inputY, // inputY
|
|
profile->DeadzoneValue / 100.0, // deadzoneFactor
|
|
octagonX, // outputX
|
|
octagonY // outputY
|
|
);
|
|
|
|
Keys->X_AXIS = octagonX;
|
|
Keys->Y_AXIS = octagonY;
|
|
}
|
|
|
|
EXPORT void CALL InitiateControllers(CONTROL_INFO ControlInfo)
|
|
{
|
|
for (int i = 0; i < SDL_NUM_SCANCODES; i++)
|
|
{
|
|
l_KeyboardState[i] = 0;
|
|
}
|
|
|
|
l_ControlInfo = ControlInfo;
|
|
l_HasControlInfo = true;
|
|
|
|
// load settings
|
|
load_settings();
|
|
// apply profiles
|
|
apply_controller_profiles();
|
|
// apply gameboy settings
|
|
apply_gameboy_settings();
|
|
// open controllers
|
|
open_controllers();
|
|
}
|
|
|
|
EXPORT void CALL ReadController(int Control, unsigned char *Command)
|
|
{
|
|
}
|
|
|
|
EXPORT int CALL RomOpen(void)
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
EXPORT void CALL RomClosed(void)
|
|
{
|
|
l_HasControlInfo = false;
|
|
close_controllers();
|
|
}
|
|
|
|
EXPORT void CALL SDL_KeyDown(int keymod, int keysym)
|
|
{
|
|
l_KeyboardState[keysym] = true;
|
|
}
|
|
|
|
EXPORT void CALL SDL_KeyUp(int keymod, int keysym)
|
|
{
|
|
l_KeyboardState[keysym] = false;
|
|
}
|