- [NEW] Soport per a joystick tipo Sinclair
This commit is contained in:
156
gamepad.cpp
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156
gamepad.cpp
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@@ -0,0 +1,156 @@
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#include "gamepad.h"
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#include <SDL2/SDL.h>
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#include "zx_ula.h"
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#include <vector>
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#define GAMEPAD_BUTTON_LEFT 0
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#define GAMEPAD_BUTTON_RIGHT 1
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#define GAMEPAD_BUTTON_UP 2
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#define GAMEPAD_BUTTON_DOWN 3
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#define GAMEPAD_BUTTON_FIRE 4
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namespace gamepad
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{
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struct gamepad_t
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{
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SDL_GameController *gamepad;
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int32_t index;
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uint8_t type;
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bool buttons[5] { false, false, false, false, false };
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};
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std::vector<gamepad_t> gamepads;
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uint8_t getNextType()
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{
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uint8_t next_type = GAMEPAD_TYPE_SINCLAIR_1;
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bool found = false;
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while (!found)
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{
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found = true;
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for (auto gamepad : gamepads)
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{
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if (gamepad.type == next_type)
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{
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found = false;
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next_type++;
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if (next_type > GAMEPAD_TYPE_FULLER) return GAMEPAD_TYPE_SINCLAIR_1;
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break;
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}
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}
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}
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return next_type;
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}
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void add(int32_t index, uint8_t type)
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{
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if (SDL_IsGameController(index)) {
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gamepad_t gamepad;
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gamepad.gamepad = SDL_GameControllerOpen(index);
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if (SDL_GameControllerGetAttached(gamepad.gamepad) == SDL_TRUE) SDL_GameControllerEventState(SDL_ENABLE);
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gamepad.index = index;
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gamepad.type = ( (type == GAMEPAD_TYPE_ANY) ? getNextType() : type );
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gamepads.push_back(gamepad);
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}
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}
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void remove(int32_t index)
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{
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SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
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for (int i=0; i<gamepads.size(); ++i)
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{
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if (gamepads[i].gamepad == game_controller) gamepads.erase(gamepads.begin()+i);
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}
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SDL_GameControllerClose(game_controller);
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}
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void buttonDown(int32_t index, uint8_t button)
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{
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SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
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for (auto gamepad : gamepads)
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{
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if (gamepad.gamepad == game_controller)
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{
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switch(button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: gamepad.buttons[GAMEPAD_BUTTON_LEFT]=true; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: gamepad.buttons[GAMEPAD_BUTTON_RIGHT]=true; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: gamepad.buttons[GAMEPAD_BUTTON_DOWN]=true; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: gamepad.buttons[GAMEPAD_BUTTON_UP]=true; break;
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case SDL_CONTROLLER_BUTTON_A: gamepad.buttons[GAMEPAD_BUTTON_FIRE]=true; break;
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}
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switch(gamepad.type)
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{
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case GAMEPAD_TYPE_SINCLAIR_1:
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switch(button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keydown('1'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keydown('2'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keydown('3'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keydown('4'); break;
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case SDL_CONTROLLER_BUTTON_A: zx_ula::keydown('5'); break;
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}
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break;
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case GAMEPAD_TYPE_SINCLAIR_2:
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switch(button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keydown('6'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keydown('7'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keydown('8'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keydown('9'); break;
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case SDL_CONTROLLER_BUTTON_A: zx_ula::keydown('0'); break;
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}
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break;
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}
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return;
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}
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}
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}
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void buttonUp(int32_t index, uint8_t button)
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{
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SDL_GameController *game_controller = SDL_GameControllerFromInstanceID(index);
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for (auto gamepad : gamepads)
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{
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if (gamepad.gamepad == game_controller)
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{
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switch(button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: gamepad.buttons[GAMEPAD_BUTTON_LEFT]=false; break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: gamepad.buttons[GAMEPAD_BUTTON_RIGHT]=false; break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: gamepad.buttons[GAMEPAD_BUTTON_DOWN]=false; break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: gamepad.buttons[GAMEPAD_BUTTON_UP]=false; break;
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case SDL_CONTROLLER_BUTTON_A: gamepad.buttons[GAMEPAD_BUTTON_FIRE]=false; break;
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}
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switch(gamepad.type)
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{
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case GAMEPAD_TYPE_SINCLAIR_1:
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switch(button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keyup('1'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keyup('2'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keyup('3'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keyup('4'); break;
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case SDL_CONTROLLER_BUTTON_A: zx_ula::keyup('5'); break;
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}
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break;
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case GAMEPAD_TYPE_SINCLAIR_2:
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switch(button)
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{
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case SDL_CONTROLLER_BUTTON_DPAD_LEFT: zx_ula::keyup('6'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_RIGHT: zx_ula::keyup('7'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_DOWN: zx_ula::keyup('8'); break;
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case SDL_CONTROLLER_BUTTON_DPAD_UP: zx_ula::keyup('9'); break;
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case SDL_CONTROLLER_BUTTON_A: zx_ula::keyup('0'); break;
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}
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break;
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}
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return;
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}
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}
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}
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}
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16
gamepad.h
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16
gamepad.h
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@@ -0,0 +1,16 @@
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#pragma once
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#include <stdint.h>
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#define GAMEPAD_TYPE_ANY 0
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#define GAMEPAD_TYPE_SINCLAIR_1 1
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#define GAMEPAD_TYPE_SINCLAIR_2 2
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#define GAMEPAD_TYPE_KEMPSTON 3
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#define GAMEPAD_TYPE_FULLER 4
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namespace gamepad
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{
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void add(int32_t index, uint8_t type);
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void remove(int32_t index);
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void buttonDown(int32_t index, uint8_t button);
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void buttonUp(int32_t index, uint8_t button);
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}
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10
main.cpp
10
main.cpp
@@ -21,6 +21,7 @@
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#include "ay-3-8912.h"
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#include "ay_viewer.h"
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#include "file.h"
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#include "gamepad.h"
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uint32_t time = 0;
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uint32_t t_states = 0;
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@@ -173,11 +174,20 @@ int main(int argc, char *argv[])
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if (e.type == SDL_QUIT) { zx_system::shutdown(); break; }
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if (e.type == SDL_JOYDEVICEADDED) {
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gamepad::add(e.jdevice.which, GAMEPAD_TYPE_ANY);
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printf("JOYSTICK CONECTAT: %i\n", e.jdevice.which);
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// [TODO] Mostrar dialeg de triar tipus de joystick
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}
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if (e.type == SDL_JOYDEVICEREMOVED) {
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gamepad::remove(e.jdevice.which);
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printf("JOYSTICK DESCONECTAT: %i\n", e.jdevice.which);
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}
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if (e.type == SDL_CONTROLLERBUTTONDOWN) {
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gamepad::buttonDown(e.jbutton.which, e.jbutton.button);
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}
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if (e.type == SDL_CONTROLLERBUTTONUP) {
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gamepad::buttonUp(e.jbutton.which, e.jbutton.button);
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}
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if (e.type == SDL_MOUSEBUTTONDOWN) result = ui::window::sendEvent(e.button.windowID, &e);
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if (e.type == SDL_MOUSEBUTTONUP) result = ui::window::sendEvent(e.button.windowID, &e);
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if (e.type == SDL_MOUSEMOTION) result = ui::window::sendEvent(e.motion.windowID, &e);
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