209 lines
6.1 KiB
C++
209 lines
6.1 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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#include "rend/gui.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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set_axis(DC_AXIS_X2, 2, false);
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set_axis(DC_AXIS_Y2, 3, false);
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dirty = false;
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}
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DefaultInputMapping(int joystick_idx) : DefaultInputMapping()
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{
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if (SDL_IsGameController(joystick_idx))
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{
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SDL_GameController *sdl_controller = SDL_GameControllerOpen(joystick_idx);
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name = SDL_GameControllerName(sdl_controller);
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INFO_LOG(INPUT, "SDL: using SDL game controller mappings for '%s'", name.c_str());
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auto map_button = [&](SDL_GameControllerButton sdl_btn, DreamcastKey dc_btn) {
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForButton(sdl_controller, sdl_btn);
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if (bind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON)
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set_button(dc_btn, bind.value.button);
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else if (bind.bindType == SDL_CONTROLLER_BINDTYPE_HAT)
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{
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int dir;
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switch (bind.value.hat.hat_mask)
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{
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case SDL_HAT_UP:
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dir = 0;
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break;
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case SDL_HAT_DOWN:
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dir = 1;
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break;
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case SDL_HAT_LEFT:
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dir = 2;
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break;
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case SDL_HAT_RIGHT:
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dir = 3;
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break;
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default:
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return;
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}
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set_button(dc_btn, ((bind.value.hat.hat + 1) << 8) | dir);
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}
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};
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map_button(SDL_CONTROLLER_BUTTON_A, DC_BTN_A);
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map_button(SDL_CONTROLLER_BUTTON_B, DC_BTN_B);
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map_button(SDL_CONTROLLER_BUTTON_X, DC_BTN_X);
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map_button(SDL_CONTROLLER_BUTTON_Y, DC_BTN_Y);
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map_button(SDL_CONTROLLER_BUTTON_START, DC_BTN_START);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_UP, DC_DPAD_UP);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_DOWN, DC_DPAD_DOWN);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_LEFT, DC_DPAD_LEFT);
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map_button(SDL_CONTROLLER_BUTTON_DPAD_RIGHT, DC_DPAD_RIGHT);
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map_button(SDL_CONTROLLER_BUTTON_BACK, EMU_BTN_MENU);
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map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, DC_BTN_C); // service
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map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, DC_BTN_Z); // test
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auto map_axis = [&](SDL_GameControllerAxis sdl_axis, DreamcastKey dc_axis) {
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SDL_GameControllerButtonBind bind = SDL_GameControllerGetBindForAxis(sdl_controller, sdl_axis);
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if (bind.bindType != SDL_CONTROLLER_BINDTYPE_AXIS)
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return false;
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bool invert_axis = false;
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const char *s = SDL_GameControllerGetStringForAxis(sdl_axis);
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if (s != nullptr && s[strlen(s) - 1] == '~')
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invert_axis = true;
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set_axis(dc_axis, bind.value.axis, invert_axis);
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return true;
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};
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map_axis(SDL_CONTROLLER_AXIS_LEFTX, DC_AXIS_X);
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map_axis(SDL_CONTROLLER_AXIS_LEFTY, DC_AXIS_Y);
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map_axis(SDL_CONTROLLER_AXIS_RIGHTX, DC_AXIS_X2);
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map_axis(SDL_CONTROLLER_AXIS_RIGHTY, DC_AXIS_Y2);
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if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERLEFT, DC_AXIS_LT))
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map_button(SDL_CONTROLLER_BUTTON_LEFTSHOULDER, EMU_BTN_TRIGGER_LEFT);
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if (!map_axis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT, DC_AXIS_RT))
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map_button(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, EMU_BTN_TRIGGER_RIGHT);
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SDL_GameControllerClose(sdl_controller);
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dirty = false;
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}
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else
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INFO_LOG(INPUT, "using default mapping");
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}
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};
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class SDLGamepad : public GamepadDevice
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{
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public:
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SDLGamepad(int maple_port, int joystick_idx, SDL_Joystick* sdl_joystick)
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: 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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_unique_id = "sdl_joystick_" + std::to_string(sdl_joystick_instance);
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INFO_LOG(INPUT, "SDL: Opened joystick %d on port %d: '%s' unique_id=%s", sdl_joystick_instance, maple_port, _name.c_str(), _unique_id.c_str());
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if (!find_mapping())
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input_mapper = std::make_shared<DefaultInputMapping>(joystick_idx);
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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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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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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<SDLGamepad> 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<SDLGamepad> 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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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<SDLGamepad>> sdl_gamepads;
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};
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std::map<SDL_JoystickID, std::shared_ptr<SDLGamepad>> SDLGamepad::sdl_gamepads;
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class SDLMouse : public Mouse
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{
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public:
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SDLMouse() : Mouse("SDL")
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{
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this->_name = "Default Mouse";
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this->_unique_id = "sdl_mouse";
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loadMapping();
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}
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void setAbsPos(int x, int y);
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};
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