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Refactor away some additional integer types.
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@@ -33,29 +33,24 @@
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/*****************************************************************************************************/
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#include <stdint.h>
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#define bool SDL_bool
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#define true SDL_TRUE
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#define false SDL_FALSE
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typedef uint32_t uint32;
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typedef uint64_t uint64;
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#include "steam/controller_constants.h"
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#include "steam/controller_structs.h"
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typedef struct SteamControllerStateInternal_t
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{
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// Controller Type for this Controller State
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uint32 eControllerType;
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Uint32 eControllerType;
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// If packet num matches that on your prior call, then the controller state hasn't been changed since
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// your last call and there is no need to process it
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uint32 unPacketNum;
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Uint32 unPacketNum;
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// bit flags for each of the buttons
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uint64 ulButtons;
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Uint64 ulButtons;
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// Left pad coordinates
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short sLeftPadX;
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@@ -30,15 +30,6 @@
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/*****************************************************************************************************/
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#include <stdint.h>
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#define bool SDL_bool
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#define true SDL_TRUE
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#define false SDL_FALSE
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typedef uint32_t uint32;
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typedef uint64_t uint64;
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#include "steam/controller_constants.h"
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#include "steam/controller_structs.h"
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@@ -109,12 +109,12 @@ typedef struct
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{
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// If packet num matches that on your prior call, then the controller state hasn't been changed since
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// your last call and there is no need to process it
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uint32 unPacketNum;
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Uint32 unPacketNum;
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// Button bitmask and trigger data.
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union
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{
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uint64 ulButtons;
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Uint64 ulButtons;
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struct
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{
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unsigned char _pad0[3];
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@@ -158,12 +158,12 @@ typedef struct
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{
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// If packet num matches that on your prior call, then the controller state hasn't been changed since
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// your last call and there is no need to process it
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uint32 unPacketNum;
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Uint32 unPacketNum;
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// Button bitmask and trigger data.
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union
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{
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uint64 ulButtons;
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Uint64 ulButtons;
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struct
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{
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unsigned char _pad0[3];
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@@ -279,16 +279,16 @@ typedef struct
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// If packet num matches that on your prior call, then the controller
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// state hasn't been changed since your last call and there is no need to
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// process it
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uint32 unPacketNum;
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Uint32 unPacketNum;
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// Button bitmask and trigger data.
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union
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{
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uint64 ulButtons;
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Uint64 ulButtons;
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struct
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{
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uint32 ulButtonsL;
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uint32 ulButtonsH;
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Uint32 ulButtonsL;
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Uint32 ulButtonsH;
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};
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};
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