mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
update sdl to https://github.com/libsdl-org/SDL 22March 2022
This commit is contained in:
parent
ee4253c982
commit
2614274639
1225 changed files with 148950 additions and 51674 deletions
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@ -1,5 +1,5 @@
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/*
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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@ -61,15 +61,16 @@ static const struct { int x; int y; double angle; } axis_positions[] = {
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{375, -20, 0.0}, /* TRIGGERRIGHT */
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};
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SDL_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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SDL_bool retval = SDL_FALSE;
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SDL_bool done = SDL_FALSE;
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SDL_bool set_LED = SDL_FALSE;
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SDL_Texture *background_front, *background_back, *button, *axis;
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SDL_GameController *gamecontroller;
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SDL_GameController **gamecontrollers;
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int num_controllers = 0;
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static SDL_Window *window = NULL;
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static SDL_Renderer *screen = NULL;
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static SDL_bool retval = SDL_FALSE;
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static SDL_bool done = SDL_FALSE;
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static SDL_bool set_LED = SDL_FALSE;
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static int trigger_effect = 0;
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static SDL_Texture *background_front, *background_back, *button, *axis;
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static SDL_GameController *gamecontroller;
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static SDL_GameController **gamecontrollers;
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static int num_controllers = 0;
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static void UpdateWindowTitle()
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{
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@ -146,6 +147,7 @@ static void AddController(int device_index, SDL_bool verbose)
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controllers[num_controllers++] = controller;
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gamecontrollers = controllers;
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gamecontroller = controller;
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trigger_effect = 0;
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if (verbose) {
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const char *name = SDL_GameControllerName(gamecontroller);
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@ -154,18 +156,26 @@ static void AddController(int device_index, SDL_bool verbose)
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_ACCEL)) {
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if (verbose) {
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SDL_Log("Enabling accelerometer\n");
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SDL_Log("Enabling accelerometer at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_ACCEL));
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}
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_ACCEL, SDL_TRUE);
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}
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if (SDL_GameControllerHasSensor(gamecontroller, SDL_SENSOR_GYRO)) {
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if (verbose) {
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SDL_Log("Enabling gyro\n");
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SDL_Log("Enabling gyro at %.2f Hz\n", SDL_GameControllerGetSensorDataRate(gamecontroller, SDL_SENSOR_GYRO));
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}
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SDL_GameControllerSetSensorEnabled(gamecontroller, SDL_SENSOR_GYRO, SDL_TRUE);
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}
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if (SDL_GameControllerHasRumble(gamecontroller)) {
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SDL_Log("Rumble supported");
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}
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if (SDL_GameControllerHasRumbleTriggers(gamecontroller)) {
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SDL_Log("Trigger rumble supported");
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}
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UpdateWindowTitle();
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}
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@ -234,17 +244,68 @@ LoadTexture(SDL_Renderer *renderer, const char *file, SDL_bool transparent)
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return texture;
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}
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static Uint16 ConvertAxisToRumble(Sint16 axis)
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static Uint16 ConvertAxisToRumble(Sint16 axisval)
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{
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/* Only start rumbling if the axis is past the halfway point */
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const Sint16 half_axis = (Sint16)SDL_ceil(SDL_JOYSTICK_AXIS_MAX / 2.0f);
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if (axis > half_axis) {
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return (Uint16)(axis - half_axis) * 4;
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if (axisval > half_axis) {
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return (Uint16)(axisval - half_axis) * 4;
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} else {
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return 0;
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}
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}
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/* PS5 trigger effect documentation:
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https://controllers.fandom.com/wiki/Sony_DualSense#FFB_Trigger_Modes
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*/
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typedef struct
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{
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Uint8 ucEnableBits1; /* 0 */
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Uint8 ucEnableBits2; /* 1 */
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Uint8 ucRumbleRight; /* 2 */
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Uint8 ucRumbleLeft; /* 3 */
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Uint8 ucHeadphoneVolume; /* 4 */
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Uint8 ucSpeakerVolume; /* 5 */
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Uint8 ucMicrophoneVolume; /* 6 */
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Uint8 ucAudioEnableBits; /* 7 */
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Uint8 ucMicLightMode; /* 8 */
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Uint8 ucAudioMuteBits; /* 9 */
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Uint8 rgucRightTriggerEffect[11]; /* 10 */
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Uint8 rgucLeftTriggerEffect[11]; /* 21 */
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Uint8 rgucUnknown1[6]; /* 32 */
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Uint8 ucLedFlags; /* 38 */
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Uint8 rgucUnknown2[2]; /* 39 */
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Uint8 ucLedAnim; /* 41 */
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Uint8 ucLedBrightness; /* 42 */
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Uint8 ucPadLights; /* 43 */
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Uint8 ucLedRed; /* 44 */
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Uint8 ucLedGreen; /* 45 */
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Uint8 ucLedBlue; /* 46 */
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} DS5EffectsState_t;
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static void CyclePS5TriggerEffect()
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{
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DS5EffectsState_t state;
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Uint8 effects[3][11] =
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{
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/* Clear trigger effect */
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{ 0x05, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Constant resistance across entire trigger pull */
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{ 0x01, 0, 110, 0, 0, 0, 0, 0, 0, 0, 0 },
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/* Resistance and vibration when trigger is pulled */
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{ 0x06, 15, 63, 128, 0, 0, 0, 0, 0, 0, 0 },
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};
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trigger_effect = (trigger_effect + 1) % SDL_arraysize(effects);
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SDL_zero(state);
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state.ucEnableBits1 |= (0x04 | 0x08); /* Modify right and left trigger effect respectively */
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SDL_memcpy(state.rgucRightTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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SDL_memcpy(state.rgucLeftTriggerEffect, effects[trigger_effect], sizeof(effects[trigger_effect]));
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SDL_GameControllerSendEffect(gamecontroller, &state, sizeof(state));
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}
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void
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loop(void *arg)
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{
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@ -252,7 +313,11 @@ loop(void *arg)
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int i;
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SDL_bool showing_front = SDL_TRUE;
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while (SDL_PollEvent(&event)) {
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/* Update to get the current event state */
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SDL_PumpEvents();
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/* Process all currently pending events */
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while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
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switch (event.type) {
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case SDL_CONTROLLERDEVICEADDED:
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SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));
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@ -267,7 +332,8 @@ loop(void *arg)
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case SDL_CONTROLLERTOUCHPADDOWN:
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case SDL_CONTROLLERTOUCHPADMOTION:
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case SDL_CONTROLLERTOUCHPADUP:
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SDL_Log("Controller touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
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SDL_Log("Controller %d touchpad %d finger %d %s %.2f, %.2f, %.2f\n",
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event.ctouchpad.which,
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event.ctouchpad.touchpad,
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event.ctouchpad.finger,
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(event.type == SDL_CONTROLLERTOUCHPADDOWN ? "pressed at" :
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@ -278,35 +344,57 @@ loop(void *arg)
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event.ctouchpad.pressure);
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break;
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#define VERBOSE_SENSORS
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#ifdef VERBOSE_SENSORS
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case SDL_CONTROLLERSENSORUPDATE:
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SDL_Log("Controller sensor %s: %.2f, %.2f, %.2f\n",
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SDL_Log("Controller %d sensor %s: %.2f, %.2f, %.2f\n",
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event.csensor.which,
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event.csensor.sensor == SDL_SENSOR_ACCEL ? "accelerometer" :
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event.csensor.sensor == SDL_SENSOR_GYRO ? "gyro" : "unknown",
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event.csensor.data[0],
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event.csensor.data[1],
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event.csensor.data[2]);
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break;
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#endif /* VERBOSE_SENSORS */
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#define VERBOSE_AXES
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#ifdef VERBOSE_AXES
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case SDL_CONTROLLERAXISMOTION:
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if (event.caxis.value <= (-SDL_JOYSTICK_AXIS_MAX / 2) || event.caxis.value >= (SDL_JOYSTICK_AXIS_MAX / 2)) {
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SetController(event.caxis.which);
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}
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SDL_Log("Controller axis %s changed to %d\n", SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
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SDL_Log("Controller %d axis %s changed to %d\n", event.caxis.which, SDL_GameControllerGetStringForAxis((SDL_GameControllerAxis)event.caxis.axis), event.caxis.value);
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break;
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#endif /* VERBOSE_AXES */
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case SDL_CONTROLLERBUTTONDOWN:
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case SDL_CONTROLLERBUTTONUP:
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if (event.type == SDL_CONTROLLERBUTTONDOWN) {
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SetController(event.cbutton.which);
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}
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SDL_Log("Controller button %s %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
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SDL_Log("Controller %d button %s %s\n", event.cbutton.which, SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button), event.cbutton.state ? "pressed" : "released");
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/* Cycle PS5 trigger effects when the microphone button is pressed */
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if (event.type == SDL_CONTROLLERBUTTONDOWN &&
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event.cbutton.button == SDL_CONTROLLER_BUTTON_MISC1 &&
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SDL_GameControllerGetType(gamecontroller) == SDL_CONTROLLER_TYPE_PS5) {
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CyclePS5TriggerEffect();
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}
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym >= SDLK_0 && event.key.keysym.sym <= SDLK_9) {
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if (gamecontroller) {
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int player_index = (event.key.keysym.sym - SDLK_0);
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SDL_GameControllerSetPlayerIndex(gamecontroller, player_index);
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}
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break;
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}
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if (event.key.keysym.sym != SDLK_ESCAPE) {
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break;
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}
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/* Fall through to signal quit */
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SDL_FALLTHROUGH;
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case SDL_QUIT:
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done = SDL_TRUE;
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break;
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@ -336,7 +424,11 @@ loop(void *arg)
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if (SDL_GameControllerGetButton(gamecontroller, (SDL_GameControllerButton)i) == SDL_PRESSED) {
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SDL_bool on_front = (i < SDL_CONTROLLER_BUTTON_PADDLE1 || i > SDL_CONTROLLER_BUTTON_PADDLE4);
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if (on_front == showing_front) {
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const SDL_Rect dst = { button_positions[i].x, button_positions[i].y, 50, 50 };
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SDL_Rect dst;
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dst.x = button_positions[i].x;
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dst.y = button_positions[i].y;
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dst.w = 50;
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dst.h = 50;
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SDL_RenderCopyEx(screen, button, NULL, &dst, 0, NULL, SDL_FLIP_NONE);
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}
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}
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@ -347,12 +439,20 @@ loop(void *arg)
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const Sint16 deadzone = 8000; /* !!! FIXME: real deadzone */
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const Sint16 value = SDL_GameControllerGetAxis(gamecontroller, (SDL_GameControllerAxis)(i));
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if (value < -deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle;
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SDL_Rect dst;
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dst.x = axis_positions[i].x;
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dst.y = axis_positions[i].y;
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dst.w = 50;
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dst.h = 50;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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} else if (value > deadzone) {
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const SDL_Rect dst = { axis_positions[i].x, axis_positions[i].y, 50, 50 };
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const double angle = axis_positions[i].angle + 180.0;
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SDL_Rect dst;
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dst.x = axis_positions[i].x;
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dst.y = axis_positions[i].y;
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dst.w = 50;
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dst.h = 50;
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SDL_RenderCopyEx(screen, axis, NULL, &dst, angle, NULL, SDL_FLIP_NONE);
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}
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}
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@ -386,23 +486,25 @@ loop(void *arg)
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}
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}
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/* Update rumble based on trigger state */
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{
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Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
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Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
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SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
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}
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if (trigger_effect == 0) {
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/* Update rumble based on trigger state */
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{
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Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERLEFT);
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Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_TRIGGERRIGHT);
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Uint16 low_frequency_rumble = ConvertAxisToRumble(left);
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Uint16 high_frequency_rumble = ConvertAxisToRumble(right);
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SDL_GameControllerRumble(gamecontroller, low_frequency_rumble, high_frequency_rumble, 250);
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}
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/* Update trigger rumble based on thumbstick state */
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{
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Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
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Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
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Uint16 left_rumble = ConvertAxisToRumble(~left);
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Uint16 right_rumble = ConvertAxisToRumble(~right);
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/* Update trigger rumble based on thumbstick state */
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{
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Sint16 left = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_LEFTY);
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Sint16 right = SDL_GameControllerGetAxis(gamecontroller, SDL_CONTROLLER_AXIS_RIGHTY);
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Uint16 left_rumble = ConvertAxisToRumble(~left);
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Uint16 right_rumble = ConvertAxisToRumble(~right);
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SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250);
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SDL_GameControllerRumbleTriggers(gamecontroller, left_rumble, right_rumble, 250);
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}
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}
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}
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@ -424,8 +526,12 @@ main(int argc, char *argv[])
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char guid[64];
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SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, "0");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_ROG_CHAKRAM, "1");
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, "1");
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SDL_SetHint(SDL_HINT_LINUX_JOYSTICK_DEADZONES, "1");
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/* Enable standard application logging */
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SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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@ -435,7 +541,7 @@ main(int argc, char *argv[])
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());
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return 1;
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}
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SDL_GameControllerAddMappingsFromFile("gamecontrollerdb.txt");
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/* Print information about the mappings */
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@ -463,11 +569,14 @@ main(int argc, char *argv[])
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controller_count++;
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name = SDL_GameControllerNameForIndex(i);
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switch (SDL_GameControllerTypeForIndex(i)) {
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case SDL_CONTROLLER_TYPE_XBOX360:
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description = "XBox 360 Controller";
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case SDL_CONTROLLER_TYPE_AMAZON_LUNA:
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description = "Amazon Luna Controller";
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break;
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case SDL_CONTROLLER_TYPE_XBOXONE:
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description = "XBox One Controller";
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case SDL_CONTROLLER_TYPE_GOOGLE_STADIA:
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description = "Google Stadia Controller";
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break;
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
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description = "Nintendo Switch Pro Controller";
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break;
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case SDL_CONTROLLER_TYPE_PS3:
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description = "PS3 Controller";
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@ -475,8 +584,14 @@ main(int argc, char *argv[])
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case SDL_CONTROLLER_TYPE_PS4:
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description = "PS4 Controller";
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break;
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case SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO:
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description = "Nintendo Switch Pro Controller";
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case SDL_CONTROLLER_TYPE_PS5:
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description = "PS5 Controller";
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break;
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case SDL_CONTROLLER_TYPE_XBOX360:
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description = "XBox 360 Controller";
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break;
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case SDL_CONTROLLER_TYPE_XBOXONE:
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description = "XBox One Controller";
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break;
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case SDL_CONTROLLER_TYPE_VIRTUAL:
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description = "Virtual Game Controller";
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@ -554,6 +669,12 @@ main(int argc, char *argv[])
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}
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#endif
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/* Reset trigger state */
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if (trigger_effect != 0) {
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trigger_effect = -1;
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CyclePS5TriggerEffect();
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}
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SDL_DestroyRenderer(screen);
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SDL_DestroyWindow(window);
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SDL_QuitSubSystem(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_GAMECONTROLLER);
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