mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-03 00:18:28 +00:00
Updated structure and field names for consistency
Type names are camel case and field names are snake case except for fields ending in id, which are capitalized. Fixes https://github.com/libsdl-org/SDL/issues/6955
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@@ -160,11 +160,11 @@ static int SDL_SendGamepadButton(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_Gam
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static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
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{
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if (a->outputType != b->outputType) {
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if (a->output_type != b->output_type) {
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return SDL_FALSE;
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}
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if (a->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (a->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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return a->output.axis.axis == b->output.axis.axis;
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} else {
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return a->output.button == b->output.button;
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@@ -173,7 +173,7 @@ static SDL_bool HasSameOutput(SDL_GamepadBinding *a, SDL_GamepadBinding *b)
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static void ResetOutput(Uint64 timestamp, SDL_Gamepad *gamepad, SDL_GamepadBinding *bind)
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{
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if (bind->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (bind->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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SDL_SendGamepadAxis(timestamp, gamepad, bind->output.axis.axis, 0);
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} else {
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SDL_SendGamepadButton(timestamp, gamepad, bind->output.button, SDL_RELEASED);
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@@ -191,7 +191,7 @@ static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis,
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last_match = gamepad->last_match_axis[axis];
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS &&
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axis == binding->input.axis.axis) {
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if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
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if (value >= binding->input.axis.axis_min &&
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@@ -215,7 +215,7 @@ static void HandleJoystickAxis(Uint64 timestamp, SDL_Gamepad *gamepad, int axis,
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}
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if (match) {
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if (match->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (match->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (match->input.axis.axis_min != match->output.axis.axis_min || match->input.axis.axis_max != match->output.axis.axis_max) {
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float normalized_value = (float)(value - match->input.axis.axis_min) / (match->input.axis.axis_max - match->input.axis.axis_min);
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value = match->output.axis.axis_min + (int)(normalized_value * (match->output.axis.axis_max - match->output.axis.axis_min));
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@@ -243,9 +243,9 @@ static void HandleJoystickButton(Uint64 timestamp, SDL_Gamepad *gamepad, int but
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON &&
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON &&
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button == binding->input.button) {
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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int value = state ? binding->output.axis.axis_max : binding->output.axis.axis_min;
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SDL_SendGamepadAxis(timestamp, gamepad, binding->output.axis.axis, (Sint16)value);
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} else {
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@@ -267,10 +267,10 @@ static void HandleJoystickHat(Uint64 timestamp, SDL_Gamepad *gamepad, int hat, U
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changed_mask = (last_mask ^ value);
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) {
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_HAT && hat == binding->input.hat.hat) {
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if ((changed_mask & binding->input.hat.hat_mask) != 0) {
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if (value & binding->input.hat.hat_mask) {
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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SDL_SendGamepadAxis(timestamp, gamepad, binding->output.axis.axis, (Sint16)binding->output.axis.axis_max);
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} else {
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SDL_SendGamepadButton(timestamp, gamepad, binding->output.button, SDL_PRESSED);
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@@ -1173,7 +1173,7 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
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axis = SDL_GetGamepadAxisFromString(szGameButton);
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button = SDL_PrivateGetGamepadButtonFromString(szGameButton, baxy_mapping);
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if (axis != SDL_GAMEPAD_AXIS_INVALID) {
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bind.outputType = SDL_GAMEPAD_BINDTYPE_AXIS;
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bind.output_type = SDL_GAMEPAD_BINDTYPE_AXIS;
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bind.output.axis.axis = axis;
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if (axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER || axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER) {
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bind.output.axis.axis_min = 0;
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@@ -1191,7 +1191,7 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
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}
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}
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} else if (button != SDL_GAMEPAD_BUTTON_INVALID) {
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bind.outputType = SDL_GAMEPAD_BINDTYPE_BUTTON;
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bind.output_type = SDL_GAMEPAD_BINDTYPE_BUTTON;
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bind.output.button = button;
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} else {
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return SDL_FALSE;
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@@ -1205,7 +1205,7 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
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}
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if (szJoystickButton[0] == 'a' && SDL_isdigit((unsigned char)szJoystickButton[1])) {
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bind.inputType = SDL_GAMEPAD_BINDTYPE_AXIS;
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bind.input_type = SDL_GAMEPAD_BINDTYPE_AXIS;
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bind.input.axis.axis = SDL_atoi(&szJoystickButton[1]);
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if (half_axis_input == '+') {
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bind.input.axis.axis_min = 0;
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@@ -1223,13 +1223,13 @@ static SDL_bool SDL_PrivateParseGamepadElement(SDL_Gamepad *gamepad, const char
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bind.input.axis.axis_max = tmp;
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}
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} else if (szJoystickButton[0] == 'b' && SDL_isdigit((unsigned char)szJoystickButton[1])) {
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bind.inputType = SDL_GAMEPAD_BINDTYPE_BUTTON;
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bind.input_type = SDL_GAMEPAD_BINDTYPE_BUTTON;
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bind.input.button = SDL_atoi(&szJoystickButton[1]);
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} else if (szJoystickButton[0] == 'h' && SDL_isdigit((unsigned char)szJoystickButton[1]) &&
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szJoystickButton[2] == '.' && SDL_isdigit((unsigned char)szJoystickButton[3])) {
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int hat = SDL_atoi(&szJoystickButton[1]);
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int mask = SDL_atoi(&szJoystickButton[3]);
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bind.inputType = SDL_GAMEPAD_BINDTYPE_HAT;
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bind.input_type = SDL_GAMEPAD_BINDTYPE_HAT;
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bind.input.hat.hat = hat;
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bind.input.hat.hat_mask = mask;
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} else {
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@@ -1419,8 +1419,8 @@ static void SDL_PrivateLoadButtonMapping(SDL_Gamepad *gamepad, GamepadMapping_t
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/* Set the zero point for triggers */
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS &&
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS &&
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binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS &&
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(binding->output.axis.axis == SDL_GAMEPAD_AXIS_LEFT_TRIGGER ||
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binding->output.axis.axis == SDL_GAMEPAD_AXIS_RIGHT_TRIGGER)) {
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if (binding->input.axis.axis < gamepad->joystick->naxes) {
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@@ -2671,7 +2671,7 @@ SDL_bool SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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retval = SDL_TRUE;
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break;
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}
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@@ -2697,12 +2697,12 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_AXIS && binding->output.axis.axis == axis) {
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int value = 0;
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SDL_bool valid_input_range;
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SDL_bool valid_output_range;
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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value = SDL_GetJoystickAxis(gamepad->joystick, binding->input.axis.axis);
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if (binding->input.axis.axis_min < binding->input.axis.axis_max) {
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valid_input_range = (value >= binding->input.axis.axis_min && value <= binding->input.axis.axis_max);
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@@ -2717,12 +2717,12 @@ Sint16 SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis)
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} else {
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value = 0;
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}
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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value = SDL_GetJoystickButton(gamepad->joystick, binding->input.button);
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if (value == SDL_PRESSED) {
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value = binding->output.axis.axis_max;
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}
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
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} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_HAT) {
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int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat);
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if (hat_mask & binding->input.hat.hat_mask) {
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value = binding->output.axis.axis_max;
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@@ -2762,7 +2762,7 @@ SDL_bool SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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retval = SDL_TRUE;
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break;
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}
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@@ -2788,8 +2788,8 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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for (i = 0; i < gamepad->num_bindings; ++i) {
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SDL_GamepadBinding *binding = &gamepad->bindings[i];
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if (binding->outputType == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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if (binding->inputType == SDL_GAMEPAD_BINDTYPE_AXIS) {
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if (binding->output_type == SDL_GAMEPAD_BINDTYPE_BUTTON && binding->output.button == button) {
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if (binding->input_type == SDL_GAMEPAD_BINDTYPE_AXIS) {
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SDL_bool valid_input_range;
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int value = SDL_GetJoystickAxis(gamepad->joystick, binding->input.axis.axis);
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@@ -2807,10 +2807,10 @@ Uint8 SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button)
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break;
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}
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}
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_BUTTON) {
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retval = SDL_GetJoystickButton(gamepad->joystick, binding->input.button);
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break;
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} else if (binding->inputType == SDL_GAMEPAD_BINDTYPE_HAT) {
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} else if (binding->input_type == SDL_GAMEPAD_BINDTYPE_HAT) {
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int hat_mask = SDL_GetJoystickHat(gamepad->joystick, binding->input.hat.hat);
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retval = (hat_mask & binding->input.hat.hat_mask) ? SDL_PRESSED : SDL_RELEASED;
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break;
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