mirror of
https://github.com/perfect-dark-pc-port/perfect_dark.git
synced 2026-10-24 00:02:43 +02:00
mixer taken from sm64-port and modified to fit PD's naudio thing MP3 playback not supported yet audio buffering sucks
286 lines
7.5 KiB
C
286 lines
7.5 KiB
C
#include <SDL.h>
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#include <PR/ultratypes.h>
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#include <PR/os_thread.h>
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#include <PR/os_cont.h>
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#include "input.h"
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#include "video.h"
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#define MAX_BINDS 4
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#define TRIG_THRESHOLD (30 * 256)
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static SDL_GameController *pads[INPUT_MAX_CONTROLLERS];
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static SDL_Haptic *haptics[INPUT_MAX_CONTROLLERS];
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static u32 binds[MAXCONTROLLERS][CK_TOTAL_COUNT][MAX_BINDS]; // [i][CK_][b] = [VK_]
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static s32 connectedMask = 0;
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static s32 mouseLocked = 0;
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static s32 mouseX, mouseY;
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static s32 mouseDX, mouseDY;
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static u32 mouseButtons;
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static f32 mouseSensX = 0.25f;
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static f32 mouseSensY = 0.25f;
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void inputSetDefaultKeyBinds(void) {
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// TODO: make VK constants for all these
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static const u32 kbbinds[][3] = {
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{ CK_A, SDL_SCANCODE_Q, 0 },
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{ CK_B, SDL_SCANCODE_E, 0 },
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{ CK_RTRIG, VK_MOUSE_RIGHT, SDL_SCANCODE_Z },
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{ CK_LTRIG, VK_MOUSE_X1, SDL_SCANCODE_X },
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{ CK_ZTRIG, VK_MOUSE_LEFT, SDL_SCANCODE_SPACE },
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{ CK_START, SDL_SCANCODE_RETURN, 0 },
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{ CK_DPAD_D, SDL_SCANCODE_S, 0 },
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{ CK_DPAD_U, SDL_SCANCODE_W, 0 },
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{ CK_DPAD_R, SDL_SCANCODE_D, 0 },
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{ CK_DPAD_L, SDL_SCANCODE_A, 0 },
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{ CK_STICK_XNEG, SDL_SCANCODE_LEFT, 0 },
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{ CK_STICK_XPOS, SDL_SCANCODE_RIGHT, 0 },
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{ CK_STICK_YNEG, SDL_SCANCODE_DOWN, 0 },
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{ CK_STICK_YPOS, SDL_SCANCODE_UP, 0 },
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};
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static const u32 joybinds[][2] = {
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{ CK_LTRIG, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, },
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{ CK_RTRIG, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, },
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{ CK_ZTRIG, VK_JOY1_RTRIG, },
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{ CK_START, SDL_CONTROLLER_BUTTON_START, },
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{ CK_DPAD_D, SDL_CONTROLLER_BUTTON_DPAD_DOWN, },
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{ CK_DPAD_U, SDL_CONTROLLER_BUTTON_DPAD_UP, },
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{ CK_DPAD_R, SDL_CONTROLLER_BUTTON_DPAD_RIGHT, },
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{ CK_DPAD_L, SDL_CONTROLLER_BUTTON_DPAD_LEFT, },
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};
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for (u32 i = 0; i < sizeof(kbbinds) / sizeof(kbbinds[0]); ++i) {
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for (s32 j = 1; j < 3; ++j) {
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if (kbbinds[i][j]) {
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inputKeyBind(0, kbbinds[i][0], j - 1, kbbinds[i][j]);
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}
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}
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}
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for (u32 i = 0; i < sizeof(joybinds) / sizeof(joybinds[0]); ++i) {
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for (s32 j = 0; j < INPUT_MAX_CONTROLLERS; ++j) {
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inputKeyBind(j, joybinds[i][0], -1, joybinds[i][1]);
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}
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}
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}
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s32 inputInit(void)
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{
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if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER)) {
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if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER) != 0) {
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return -1;
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}
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}
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const s32 numJoys = SDL_NumJoysticks();
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s32 ret = 1; // always report first controller as connected
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for (s32 jidx = 0, cidx = 0; jidx < numJoys && cidx < INPUT_MAX_CONTROLLERS; ++jidx) {
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if (SDL_IsGameController(jidx)) {
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pads[cidx] = SDL_GameControllerOpen(jidx);
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if (pads[cidx]) {
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SDL_Haptic *hap = SDL_HapticOpen(jidx);
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if (hap) {
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if (SDL_HapticRumbleSupported(hap) && (SDL_HapticRumbleInit(hap) == 0)) {
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haptics[cidx] = hap;
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} else {
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SDL_HapticClose(hap);
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}
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}
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ret |= 1 << cidx;
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++cidx;
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}
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}
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}
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inputSetDefaultKeyBinds();
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connectedMask = ret;
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return ret;
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}
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static inline s32 inputBindPressed(const s32 idx, const u32 ck)
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{
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for (s32 i = 0; i < MAX_BINDS; ++i) {
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if (binds[idx][ck][i]) {
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if (inputKeyPressed(binds[idx][ck][i])) {
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return 1;
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}
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}
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}
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return 0;
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}
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s32 inputReadController(s32 idx, OSContPad *npad)
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{
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if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !npad) {
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return -1;
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}
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for (u32 i = 0; i < CONT_NUM_BUTTONS; ++i) {
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if (inputBindPressed(idx, i)) {
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npad->button |= 1U << i;
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}
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}
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const s32 xdiff = (inputBindPressed(idx, CK_STICK_XPOS) - inputBindPressed(idx, CK_STICK_XNEG));
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const s32 ydiff = (inputBindPressed(idx, CK_STICK_YPOS) - inputBindPressed(idx, CK_STICK_YNEG));
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npad->stick_x = xdiff < 0 ? -0x80 : (xdiff > 0 ? 0x7F : 0);
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npad->stick_y = ydiff < 0 ? -0x80 : (ydiff > 0 ? 0x7F : 0);
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if (!pads[idx]) {
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return 0;
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}
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const s16 leftX = SDL_GameControllerGetAxis(pads[idx], SDL_CONTROLLER_AXIS_LEFTX);
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const s16 leftY = SDL_GameControllerGetAxis(pads[idx], SDL_CONTROLLER_AXIS_LEFTY);
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const s16 rightX = SDL_GameControllerGetAxis(pads[idx], SDL_CONTROLLER_AXIS_RIGHTX);
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const s16 rightY = SDL_GameControllerGetAxis(pads[idx], SDL_CONTROLLER_AXIS_RIGHTY);
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npad->button = 0;
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if (rightX < -0x4000) npad->button |= L_CBUTTONS;
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if (rightX > +0x4000) npad->button |= R_CBUTTONS;
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if (rightY < -0x4000) npad->button |= U_CBUTTONS;
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if (rightY > +0x4000) npad->button |= D_CBUTTONS;
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const s32 stickY = -leftY / 0x100;
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npad->stick_x = leftX / 0x100;
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npad->stick_y = (stickY == 128) ? 127 : stickY;
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return 0;
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}
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void inputUpdate(void)
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{
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SDL_GameControllerUpdate();
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s32 mx, my;
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mouseButtons = SDL_GetMouseState(&mx, &my);
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if (mouseLocked) {
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SDL_GetRelativeMouseState(&mouseDX, &mouseDY);
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} else {
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mouseDX = mx - mouseX;
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mouseDY = my - mouseY;
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}
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mouseX = mx;
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mouseY = my;
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if (!mouseLocked && (mouseButtons & SDL_BUTTON_LMASK)) {
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inputLockMouse(1);
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} else if (mouseLocked && inputKeyPressed(VK_ESCAPE)) {
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inputLockMouse(0);
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}
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// TODO: handle controller changes
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}
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s32 inputControllerConnected(s32 idx)
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{
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if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS) {
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return 0;
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}
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return !idx || !!pads[idx]; // always report first controller as connected
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}
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s32 inputRumbleSupported(s32 idx)
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{
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if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS) {
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return 0;
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}
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return !!haptics[idx];
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}
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void inputRumble(s32 idx, f32 strength, f32 time)
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{
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if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !haptics[idx]) {
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return;
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}
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if (strength <= 0.f) {
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SDL_HapticRumbleStop(haptics[idx]);
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} else {
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SDL_HapticRumblePlay(haptics[idx], strength, (u32)(time * 1000.f));
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}
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}
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s32 inputControllerMask(void)
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{
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return connectedMask;
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}
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void inputKeyBind(s32 idx, u32 cbtn, s32 bind, u32 vk) {
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if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || bind >= MAX_BINDS || cbtn >= CK_TOTAL_COUNT) {
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return;
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}
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if (bind < 0) {
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for (s32 i = 0; i < MAX_BINDS; ++i) {
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if (binds[idx][cbtn][i] == 0) {
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bind = i;
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break;
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}
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}
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if (bind < 0) {
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bind = MAX_BINDS - 1; // just overwrite last
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}
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}
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binds[idx][cbtn][bind] = vk;
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}
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s32 inputKeyPressed(u32 vk)
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{
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if (vk >= VK_KEYBOARD_BEGIN && vk < VK_MOUSE_BEGIN) {
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const u8 *state = SDL_GetKeyboardState(NULL);
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return state[vk - VK_KEYBOARD_BEGIN];
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} else if (vk >= VK_MOUSE_BEGIN && vk < VK_JOY_BEGIN) {
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return mouseButtons & SDL_BUTTON(vk - VK_MOUSE_BEGIN + 1);
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} else if (vk >= VK_JOY_BEGIN && vk < VK_TOTAL_COUNT) {
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vk -= VK_JOY_BEGIN;
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const s32 idx = vk / INPUT_MAX_CONTROLLER_BUTTONS;
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if (idx < 0 || idx >= INPUT_MAX_CONTROLLERS || !pads[idx]) {
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return 0;
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}
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// triggers
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if (idx == 30 || idx == 31) {
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const s32 trig = SDL_CONTROLLER_AXIS_TRIGGERLEFT + idx - 30;
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return SDL_GameControllerGetAxis(pads[idx], trig) > TRIG_THRESHOLD;
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}
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return SDL_GameControllerGetButton(pads[idx], vk % INPUT_MAX_CONTROLLER_BUTTONS);
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}
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return 0;
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}
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void inputLockMouse(s32 lock) {
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mouseLocked = !!lock;
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SDL_SetRelativeMouseMode(mouseLocked);
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}
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s32 inputMouseIsLocked(void) {
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return mouseLocked;
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}
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void inputMouseGetPosition(s32 *x, s32 *y) {
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if (x) *x = mouseX;
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if (y) *y = mouseY;
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}
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void inputMouseGetDelta(s32 *dx, s32 *dy) {
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if (dx) *dx = mouseDX;
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if (dy) *dy = mouseDY;
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}
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void inputMouseGetNormalizedDelta(f32 *dx, f32 *dy) {
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s32 w, h;
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SDL_GetWindowSize(videoGetWindowHandle(), &w, &h);
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if (dx) *dx = mouseSensX * (float)mouseDX * ((float)w / 480.f) * 0.1f;
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if (dy) *dy = mouseSensY * (float)mouseDY * ((float)h / 480.f) * 0.1f;
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}
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