229 lines
5.5 KiB
C++
229 lines
5.5 KiB
C++
#include "../input/gamepad_device.h"
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#include "oslib/oslib.h"
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#include "sdl.h"
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class DefaultInputMapping : public InputMapping
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{
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public:
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DefaultInputMapping()
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{
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name = "Default";
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set_button(DC_BTN_Y, 0);
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set_button(DC_BTN_B, 1);
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set_button(DC_BTN_A, 2);
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set_button(DC_BTN_X, 3);
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set_button(DC_BTN_START, 9);
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set_axis(DC_AXIS_X, 0, false);
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set_axis(DC_AXIS_Y, 1, false);
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dirty = false;
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}
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};
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class Xbox360InputMapping : public InputMapping
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{
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public:
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Xbox360InputMapping()
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{
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name = "Xbox 360";
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set_button(DC_BTN_A, 0);
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set_button(DC_BTN_B, 1);
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set_button(DC_BTN_X, 2);
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set_button(DC_BTN_Y, 3);
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set_button(DC_BTN_START, 7);
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set_axis(DC_AXIS_X, 0, false);
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set_axis(DC_AXIS_Y, 1, false);
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set_axis(DC_AXIS_LT, 2, false);
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set_axis(DC_AXIS_RT, 5, false);
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set_axis(DC_DPAD_LEFT, 6, false);
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set_axis(DC_DPAD_UP, 7, false);
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dirty = false;
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}
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};
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class SDLGamepadDevice : public GamepadDevice
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{
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public:
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SDLGamepadDevice(int maple_port, SDL_Joystick* sdl_joystick) : GamepadDevice(maple_port, "SDL"), sdl_joystick(sdl_joystick)
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{
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_name = SDL_JoystickName(sdl_joystick);
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sdl_joystick_instance = SDL_JoystickInstanceID(sdl_joystick);
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INFO_LOG(INPUT, "SDL: Opened joystick on port %d: '%s'", maple_port, _name.c_str());
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SDL_JoystickGUID guid = SDL_JoystickGetGUID(sdl_joystick);
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char buf[33];
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SDL_JoystickGetGUIDString(guid, buf, sizeof(buf));
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_unique_id = buf;
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if (_unique_id.empty())
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_unique_id = _name;
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if (!find_mapping())
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{
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if (_name == "Microsoft X-Box 360 pad")
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{
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input_mapper = new Xbox360InputMapping();
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INFO_LOG(INPUT, "using Xbox 360 mapping");
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}
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else
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{
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input_mapper = new DefaultInputMapping();
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INFO_LOG(INPUT, "using default mapping");
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}
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save_mapping();
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}
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else
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INFO_LOG(INPUT, "using custom mapping '%s'", input_mapper->name.c_str());
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sdl_haptic = SDL_HapticOpenFromJoystick(sdl_joystick);
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if (SDL_HapticRumbleInit(sdl_haptic) != 0)
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{
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SDL_HapticClose(sdl_haptic);
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sdl_haptic = NULL;
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}
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}
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virtual void rumble(float power, float inclination, u32 duration_ms) override
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{
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if (sdl_haptic != NULL)
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{
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vib_inclination = inclination * power;
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vib_stop_time = os_GetSeconds() + duration_ms / 1000.0;
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SDL_HapticRumblePlay(sdl_haptic, power, duration_ms);
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}
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}
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virtual void update_rumble() override
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{
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if (sdl_haptic == NULL)
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return;
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if (vib_inclination > 0)
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{
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int rem_time = (vib_stop_time - os_GetSeconds()) * 1000;
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if (rem_time <= 0)
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vib_inclination = 0;
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else
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SDL_HapticRumblePlay(sdl_haptic, vib_inclination * rem_time, rem_time);
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}
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}
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void close()
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{
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INFO_LOG(INPUT, "SDL: Joystick '%s' on port %d disconnected", _name.c_str(), maple_port());
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if (sdl_haptic != NULL)
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SDL_HapticClose(sdl_haptic);
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SDL_JoystickClose(sdl_joystick);
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GamepadDevice::Unregister(sdl_gamepads[sdl_joystick_instance]);
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sdl_gamepads.erase(sdl_joystick_instance);
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}
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static void AddSDLGamepad(std::shared_ptr<SDLGamepadDevice> gamepad)
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{
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sdl_gamepads[gamepad->sdl_joystick_instance] = gamepad;
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GamepadDevice::Register(gamepad);
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}
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static std::shared_ptr<SDLGamepadDevice> GetSDLGamepad(SDL_JoystickID id)
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{
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auto it = sdl_gamepads.find(id);
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if (it != sdl_gamepads.end())
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return it->second;
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else
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return NULL;
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}
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static void UpdateRumble()
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{
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for (auto& pair : sdl_gamepads)
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pair.second->update_rumble();
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}
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protected:
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virtual void load_axis_min_max(u32 axis) override
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{
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axis_min_values[axis] = -32768;
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axis_ranges[axis] = 65535;
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}
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private:
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SDL_Joystick* sdl_joystick;
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SDL_JoystickID sdl_joystick_instance;
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SDL_Haptic *sdl_haptic;
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float vib_inclination = 0;
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double vib_stop_time = 0;
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static std::map<SDL_JoystickID, std::shared_ptr<SDLGamepadDevice>> sdl_gamepads;
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};
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std::map<SDL_JoystickID, std::shared_ptr<SDLGamepadDevice>> SDLGamepadDevice::sdl_gamepads;
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class KbInputMapping : public InputMapping
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{
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public:
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KbInputMapping()
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{
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name = "SDL Keyboard";
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set_button(DC_BTN_A, SDLK_x);
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set_button(DC_BTN_B, SDLK_c);
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set_button(DC_BTN_X, SDLK_s);
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set_button(DC_BTN_Y, SDLK_d);
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set_button(DC_DPAD_UP, SDLK_UP);
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set_button(DC_DPAD_DOWN, SDLK_DOWN);
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set_button(DC_DPAD_LEFT, SDLK_LEFT);
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set_button(DC_DPAD_RIGHT, SDLK_RIGHT);
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set_button(DC_BTN_START, SDLK_RETURN);
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set_button(EMU_BTN_TRIGGER_LEFT, SDLK_f);
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set_button(EMU_BTN_TRIGGER_RIGHT, SDLK_v);
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set_button(EMU_BTN_MENU, SDLK_TAB);
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dirty = false;
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}
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};
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class SDLKbGamepadDevice : public GamepadDevice
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{
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public:
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SDLKbGamepadDevice(int maple_port) : GamepadDevice(maple_port, "SDL")
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{
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_name = "Keyboard";
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_unique_id = "sdl_keyboard";
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if (!find_mapping())
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input_mapper = new KbInputMapping();
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}
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virtual ~SDLKbGamepadDevice() {}
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};
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class MouseInputMapping : public InputMapping
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{
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public:
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MouseInputMapping()
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{
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name = "SDL Mouse";
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set_button(DC_BTN_A, SDL_BUTTON_LEFT);
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set_button(DC_BTN_B, SDL_BUTTON_RIGHT);
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set_button(DC_BTN_START, SDL_BUTTON_MIDDLE);
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dirty = false;
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}
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};
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class SDLMouseGamepadDevice : public GamepadDevice
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{
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public:
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SDLMouseGamepadDevice(int maple_port) : GamepadDevice(maple_port, "SDL")
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{
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_name = "Mouse";
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_unique_id = "sdl_mouse";
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if (!find_mapping())
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input_mapper = new MouseInputMapping();
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}
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virtual ~SDLMouseGamepadDevice() {}
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bool gamepad_btn_input(u32 code, bool pressed) override
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{
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if (gui_is_open())
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// Don't register mouse clicks as gamepad presses when gui is open
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// This makes the gamepad presses to be handled first and the mouse position to be ignored
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// TODO Make this generic
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return false;
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else
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return GamepadDevice::gamepad_btn_input(code, pressed);
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}
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};
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