add rudimentary SDL1 controller backend
it's more to deal with the mouse not working I suppose
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2
Makefile
2
Makefile
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@ -62,7 +62,7 @@ RENDER_API ?= GL
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WINDOW_API ?= SDL2
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# Audio backends: SDL1, SDL2
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AUDIO_API ?= SDL2
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# Controller backends (can have multiple, space separated): SDL2
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# Controller backends (can have multiple, space separated): SDL2, SDL1
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CONTROLLER_API ?= SDL2
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# Misc settings for EXTERNAL_DATA
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@ -13,16 +13,15 @@
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static struct ControllerAPI *controller_implementations[] = {
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&controller_recorded_tas,
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#ifdef CAPI_SDL2
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#if defined(CAPI_SDL2) || defined(CAPI_SDL1)
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&controller_sdl,
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#endif
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&controller_keyboard,
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};
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s32 osContInit(UNUSED OSMesgQueue *mq, u8 *controllerBits, UNUSED OSContStatus *status) {
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for (size_t i = 0; i < sizeof(controller_implementations) / sizeof(struct ControllerAPI *); i++) {
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for (size_t i = 0; i < sizeof(controller_implementations) / sizeof(struct ControllerAPI *); i++)
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controller_implementations[i]->init();
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}
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*controllerBits = 1;
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return 0;
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}
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@ -0,0 +1,285 @@
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#ifdef CAPI_SDL1
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#include <stdio.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <math.h>
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#include <SDL/SDL.h>
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// Analog camera movement by Pathétique (github.com/vrmiguel), y0shin and Mors
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// Contribute or communicate bugs at github.com/vrmiguel/sm64-analog-camera
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#include <ultra64.h>
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#include "controller_api.h"
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#include "controller_sdl.h"
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#include "../configfile.h"
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#include "../platform.h"
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#include "../fs/fs.h"
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#include "game/level_update.h"
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// mouse buttons are also in the controller namespace (why), just offset 0x100
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#define VK_OFS_SDL_MOUSE 0x0100
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#define VK_BASE_SDL_MOUSE (VK_BASE_SDL_GAMEPAD + VK_OFS_SDL_MOUSE)
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#define MAX_JOYBINDS 32
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#define MAX_MOUSEBUTTONS 8 // arbitrary
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#define MAX_JOYBUTTONS 32 // arbitrary; includes virtual keys for triggers
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#define AXIS_THRESHOLD (30 * 256)
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enum {
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JOY_AXIS_LEFTX,
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JOY_AXIS_LEFTY,
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JOY_AXIS_RIGHTX,
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JOY_AXIS_RIGHTY,
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JOY_AXIS_LTRIG,
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JOY_AXIS_RTRIG,
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MAX_AXES,
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};
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int mouse_x;
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int mouse_y;
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#ifdef BETTERCAMERA
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extern u8 newcam_mouse;
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#endif
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static bool init_ok;
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static SDL_Joystick *sdl_joy;
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static u32 num_joy_binds = 0;
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static u32 num_mouse_binds = 0;
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static u32 joy_binds[MAX_JOYBINDS][2];
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static u32 mouse_binds[MAX_JOYBINDS][2];
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static int joy_axis_binds[MAX_AXES] = { 0, 1, 2, 3, 4, 5 };
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static bool joy_buttons[MAX_JOYBUTTONS] = { false };
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static u32 mouse_buttons = 0;
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static u32 last_mouse = VK_INVALID;
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static u32 last_joybutton = VK_INVALID;
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static int num_joy_axes = 0;
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static int num_joy_buttons = 0;
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static int num_joy_hats = 0;
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static inline void controller_add_binds(const u32 mask, const u32 *btns) {
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for (u32 i = 0; i < MAX_BINDS; ++i) {
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if (btns[i] >= VK_BASE_SDL_GAMEPAD && btns[i] <= VK_BASE_SDL_GAMEPAD + VK_SIZE) {
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if (btns[i] >= VK_BASE_SDL_MOUSE && num_joy_binds < MAX_JOYBINDS) {
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mouse_binds[num_mouse_binds][0] = btns[i] - VK_BASE_SDL_MOUSE;
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mouse_binds[num_mouse_binds][1] = mask;
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++num_mouse_binds;
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} else if (num_mouse_binds < MAX_JOYBINDS) {
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joy_binds[num_joy_binds][0] = btns[i] - VK_BASE_SDL_GAMEPAD;
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joy_binds[num_joy_binds][1] = mask;
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++num_joy_binds;
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}
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}
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}
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}
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static void controller_sdl_bind(void) {
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bzero(joy_binds, sizeof(joy_binds));
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bzero(mouse_binds, sizeof(mouse_binds));
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num_joy_binds = 0;
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num_mouse_binds = 0;
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controller_add_binds(A_BUTTON, configKeyA);
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controller_add_binds(B_BUTTON, configKeyB);
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controller_add_binds(Z_TRIG, configKeyZ);
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controller_add_binds(STICK_UP, configKeyStickUp);
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controller_add_binds(STICK_LEFT, configKeyStickLeft);
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controller_add_binds(STICK_DOWN, configKeyStickDown);
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controller_add_binds(STICK_RIGHT, configKeyStickRight);
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controller_add_binds(U_CBUTTONS, configKeyCUp);
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controller_add_binds(L_CBUTTONS, configKeyCLeft);
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controller_add_binds(D_CBUTTONS, configKeyCDown);
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controller_add_binds(R_CBUTTONS, configKeyCRight);
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controller_add_binds(L_TRIG, configKeyL);
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controller_add_binds(R_TRIG, configKeyR);
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controller_add_binds(START_BUTTON, configKeyStart);
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}
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static void controller_sdl_init(void) {
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if (SDL_Init(SDL_INIT_JOYSTICK) != 0) {
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fprintf(stderr, "SDL init error: %s\n", SDL_GetError());
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return;
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}
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if (SDL_NumJoysticks() > 0)
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sdl_joy = SDL_JoystickOpen(0);
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if (sdl_joy) {
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num_joy_axes = SDL_JoystickNumAxes(sdl_joy);
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num_joy_buttons = SDL_JoystickNumButtons(sdl_joy);
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num_joy_hats = SDL_JoystickNumHats(sdl_joy);
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for (int i = 0; i < MAX_AXES; ++i)
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if (i >= num_joy_axes)
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joy_axis_binds[i] = -1;
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}
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#ifdef BETTERCAMERA
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if (newcam_mouse == 1)
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SDL_WM_GrabInput(SDL_GRAB_ON);
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SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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#endif
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controller_sdl_bind();
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init_ok = true;
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}
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static inline void update_button(const int i, const bool new) {
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const bool pressed = !joy_buttons[i] && new;
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joy_buttons[i] = new;
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if (pressed) last_joybutton = i;
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}
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static inline int16_t get_axis(const int i) {
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if (joy_axis_binds[i] >= 0)
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return SDL_JoystickGetAxis(sdl_joy, i);
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else
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return 0;
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}
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static void controller_sdl_read(OSContPad *pad) {
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if (!init_ok) return;
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#ifdef BETTERCAMERA
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if (newcam_mouse == 1 && sCurrPlayMode != 2)
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SDL_WM_GrabInput(SDL_GRAB_ON);
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else
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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u32 mouse = SDL_GetRelativeMouseState(&mouse_x, &mouse_y);
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for (u32 i = 0; i < num_mouse_binds; ++i)
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if (mouse & SDL_BUTTON(mouse_binds[i][0]))
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pad->button |= mouse_binds[i][1];
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// remember buttons that changed from 0 to 1
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last_mouse = (mouse_buttons ^ mouse) & mouse;
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mouse_buttons = mouse;
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#endif
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if (!sdl_joy) return;
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SDL_JoystickUpdate();
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int16_t leftx = get_axis(JOY_AXIS_LEFTX);
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int16_t lefty = get_axis(JOY_AXIS_LEFTY);
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int16_t rightx = get_axis(JOY_AXIS_RIGHTX);
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int16_t righty = get_axis(JOY_AXIS_RIGHTY);
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int16_t ltrig = get_axis(JOY_AXIS_LTRIG);
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int16_t rtrig = get_axis(JOY_AXIS_RTRIG);
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#ifdef TARGET_WEB
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// Firefox has a bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1606562
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// It sets down y to 32768.0f / 32767.0f, which is greater than the allowed 1.0f,
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// which SDL then converts to a int16_t by multiplying by 32767.0f, which overflows into -32768.
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// Maximum up will hence never become -32768 with the current version of SDL2,
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// so this workaround should be safe in compliant browsers.
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if (lefty == -32768) {
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lefty = 32767;
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}
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if (righty == -32768) {
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righty = 32767;
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}
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#endif
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for (int i = 0; i < num_joy_buttons; ++i) {
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const bool new = SDL_JoystickGetButton(sdl_joy, i);
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update_button(i, new);
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}
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update_button(VK_LTRIGGER - VK_BASE_SDL_GAMEPAD, ltrig > AXIS_THRESHOLD);
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update_button(VK_RTRIGGER - VK_BASE_SDL_GAMEPAD, rtrig > AXIS_THRESHOLD);
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u32 buttons_down = 0;
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for (u32 i = 0; i < num_joy_binds; ++i)
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if (joy_buttons[joy_binds[i][0]])
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buttons_down |= joy_binds[i][1];
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pad->button |= buttons_down;
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const u32 xstick = buttons_down & STICK_XMASK;
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const u32 ystick = buttons_down & STICK_YMASK;
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if (xstick == STICK_LEFT)
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pad->stick_x = -128;
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else if (xstick == STICK_RIGHT)
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pad->stick_x = 127;
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if (ystick == STICK_DOWN)
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pad->stick_y = -128;
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else if (ystick == STICK_UP)
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pad->stick_y = 127;
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if (rightx < -0x4000) pad->button |= L_CBUTTONS;
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if (rightx > 0x4000) pad->button |= R_CBUTTONS;
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if (righty < -0x4000) pad->button |= U_CBUTTONS;
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if (righty > 0x4000) pad->button |= D_CBUTTONS;
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uint32_t magnitude_sq = (uint32_t)(leftx * leftx) + (uint32_t)(lefty * lefty);
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uint32_t stickDeadzoneActual = configStickDeadzone * DEADZONE_STEP;
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if (magnitude_sq > (uint32_t)(stickDeadzoneActual * stickDeadzoneActual)) {
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pad->stick_x = leftx / 0x100;
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int stick_y = -lefty / 0x100;
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pad->stick_y = stick_y == 128 ? 127 : stick_y;
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}
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magnitude_sq = (uint32_t)(rightx * rightx) + (uint32_t)(righty * righty);
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stickDeadzoneActual = configStickDeadzone * DEADZONE_STEP;
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if (magnitude_sq > (uint32_t)(stickDeadzoneActual * stickDeadzoneActual)) {
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pad->ext_stick_x = rightx / 0x100;
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int stick_y = -righty / 0x100;
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pad->ext_stick_y = stick_y == 128 ? 127 : stick_y;
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}
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}
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static void controller_sdl_rumble_play(f32 strength, f32 length) { }
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static void controller_sdl_rumble_stop(void) { }
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static u32 controller_sdl_rawkey(void) {
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if (last_joybutton != VK_INVALID) {
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const u32 ret = last_joybutton;
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last_joybutton = VK_INVALID;
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return ret;
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}
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for (int i = 0; i < MAX_MOUSEBUTTONS; ++i) {
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if (last_mouse & SDL_BUTTON(i)) {
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const u32 ret = VK_OFS_SDL_MOUSE + i;
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last_mouse = 0;
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return ret;
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}
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}
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return VK_INVALID;
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}
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static void controller_sdl_shutdown(void) {
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if (SDL_WasInit(SDL_INIT_JOYSTICK)) {
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if (sdl_joy) {
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SDL_JoystickClose(sdl_joy);
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sdl_joy = NULL;
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}
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SDL_QuitSubSystem(SDL_INIT_JOYSTICK);
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}
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init_ok = false;
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}
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struct ControllerAPI controller_sdl = {
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VK_BASE_SDL_GAMEPAD,
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controller_sdl_init,
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controller_sdl_read,
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controller_sdl_rawkey,
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controller_sdl_rumble_play,
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controller_sdl_rumble_stop,
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controller_sdl_bind,
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controller_sdl_shutdown
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};
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#endif // CAPI_SDL1
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