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SDL API renaming: internal functions
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@@ -337,7 +337,7 @@ static void EMSCRIPTEN_JoystickUpdate(SDL_Joystick *joystick)
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for (i = 0; i < item->nbuttons; i++) {
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if (item->digitalButton[i] != gamepadState.digitalButton[i]) {
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buttonState = gamepadState.digitalButton[i] ? SDL_PRESSED : SDL_RELEASED;
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SDL_PrivateJoystickButton(timestamp, item->joystick, i, buttonState);
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SDL_SendJoystickButton(timestamp, item->joystick, i, buttonState);
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}
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/* store values to compare them in the next update */
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@@ -348,7 +348,7 @@ static void EMSCRIPTEN_JoystickUpdate(SDL_Joystick *joystick)
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for (i = 0; i < item->naxes; i++) {
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if (item->axis[i] != gamepadState.axis[i]) {
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/* do we need to do conversion? */
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SDL_PrivateJoystickAxis(timestamp, item->joystick, i,
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SDL_SendJoystickAxis(timestamp, item->joystick, i,
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(Sint16)(32767. * gamepadState.axis[i]));
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}
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