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https://github.com/libretro/RetroArch
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Eradicated some win32 macros/typedefs
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3370684a06
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f3de828444
@ -399,11 +399,11 @@ static const LPCTSTR XBOX_PAD_NAMES[] =
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NULL
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};
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static bool name_is_360_pad(LPCSTR name)
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static bool name_is_360_pad(const char* name)
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{
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for (unsigned i = 0; ; ++i)
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{
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LPCSTR t = XBOX_PAD_NAMES[i];
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const char* t = XBOX_PAD_NAMES[i];
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if (t == NULL)
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return false;
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else if (lstrcmpi(name, t) == 0)
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@ -50,18 +50,18 @@
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typedef struct
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{
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WORD wButtons;
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BYTE bLeftTrigger;
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BYTE bRightTrigger;
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SHORT sThumbLX;
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SHORT sThumbLY;
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SHORT sThumbRX;
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SHORT sThumbRY;
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uint16_t wButtons;
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uint8_t bLeftTrigger;
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uint8_t bRightTrigger;
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int16_t sThumbLX;
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int16_t sThumbLY;
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int16_t sThumbRX;
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int16_t sThumbRY;
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} XINPUT_GAMEPAD;
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typedef struct
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{
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DWORD dwPacketNumber;
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uint32_t dwPacketNumber;
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XINPUT_GAMEPAD Gamepad;
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} XINPUT_STATE;
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@ -89,7 +89,7 @@ extern int g_xbox_pad_indexes[MAX_PLAYERS];
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static HINSTANCE g_winxinput_dll;
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// Function pointer, to be assigned with GetProcAddress
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typedef DWORD (__stdcall *XInputGetStateEx_t)(DWORD, XINPUT_STATE*);
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typedef uint32_t (__stdcall *XInputGetStateEx_t)(uint32_t, XINPUT_STATE*);
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static XInputGetStateEx_t g_XInputGetStateEx;
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// Guide button may or may not be available
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@ -120,7 +120,7 @@ static bool winxinput_joypad_init(void)
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// No need to check for existance as we will be checking LoadLibrary's
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// success anyway.
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TCHAR dll_path[MAX_PATH];
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char dll_path[MAX_PATH];
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strcpy(dll_path, "xinput1_3.dll");
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g_winxinput_dll = LoadLibrary(dll_path);
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if (!g_winxinput_dll)
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@ -141,7 +141,7 @@ static bool winxinput_joypad_init(void)
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// If we get here then an xinput DLL is correctly loaded.
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// First try to load ordinal 100 (XInputGetStateEx).
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g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (LPCSTR)100);
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g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, (const char*)100);
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g_winxinput_guide_button_supported = true;
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if (!g_XInputGetStateEx)
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@ -161,7 +161,7 @@ static bool winxinput_joypad_init(void)
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// zero out the states
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for (unsigned i = 0; i < 4; ++i)
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ZeroMemory(&g_winxinput_states[i], sizeof(winxinput_joypad_state));
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memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
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// Do a dummy poll to check which controllers are connected.
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XINPUT_STATE dummy_state;
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@ -196,7 +196,7 @@ static bool winxinput_joypad_query_pad(unsigned pad)
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static void winxinput_joypad_destroy(void)
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{
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for (unsigned i = 0; i < 4; ++i)
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ZeroMemory(&g_winxinput_states[i], sizeof(winxinput_joypad_state));
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memset(&g_winxinput_states[i], 0, sizeof(winxinput_joypad_state));
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FreeLibrary(g_winxinput_dll);
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g_winxinput_dll = NULL;
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@ -208,7 +208,7 @@ static void winxinput_joypad_destroy(void)
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// Buttons are provided by XInput as bits of a uint16.
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// Map from rarch button index (0..10) to a mask to bitwise-& the buttons against.
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// dpad is handled seperately.
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static const WORD button_index_to_bitmap_code[] = {
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static const uint16_t button_index_to_bitmap_code[] = {
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XINPUT_GAMEPAD_A ,
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XINPUT_GAMEPAD_B ,
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XINPUT_GAMEPAD_X ,
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